Magical Items List

Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.

**Adamantine Armor**

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

While you’re wearing this suit of armor reinforced with adamantine, any critical hit against you is a normal hit.

**Ammunition, +1, +2, or +3**

*Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)*

You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

**Amulet of Health**

*Wondrous item, rare (requires attunement)*

Your Vitality score is 19 while you wear this amulet. It has no effect on you if your Vitality is already 19 or higher.

**Amulet of Proof against Detection and Location**

*Wondrous item, uncommon (requires attunement)*

While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

**Amulet of the Realms**

*Wondrous item, very rare (requires attunement)*

While wearing this amulet, you can use an action to name a location that you are familiar with within another Realm. Then make a DC 15 Intelligence check. On a successful check, you cast the Realm Shift spell. On a failure, you and each creature and object within 3 m of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location within a Realm you named. On a 61–100, you travel to a randomly determined Realm.

**Animated Shield**

*Armor (shield), Very Rare (requires attunement)*

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield floats in the air and levitates in front of you, in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

**Armor, +1, +2, or +3**

*Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)*

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

**Armor of Invulnerability**

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

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

**Armor of Resistance**

*Armor (light, medium, or heavy), rare (requires attunement)*

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

d10 Damage Type     d10 Damage Type

1 acid             6 necrotic

2 cold             7 poison

3 fire             8 psychic

4 force         9 radiant

5 lightning         10 thunder

**Armor of Vulnerability**

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

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

***Curse***: This armor is cursed, a fact that is revealed only when an *Identify* spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the *Greater Restoration* spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

**Arrow-Catching Shield**

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

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 1 m of you, you can use your reaction to become the target of the attack instead.

**Arrow of Slaying**

*Weapon (arrow), very rare*

An Arrow of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Arrows of Dragon Slaying and Arrows of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with an Arrow of Slaying takes damage from the arrow, the creature must make a DC 17 Pre/Man saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an Arrow of Slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as Bolts of Slaying meant for a crossbow, though arrows are most common.

**Bag of Beans**

*Wondrous item, rare*

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 0.2 kg plus 0.1 kg for each bean it contains. If you dump the bag’s contents out on the ground, they explode in a 2 m radius, extending from the beans. Each creature in the area, including you, 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. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.

*Once upon a time, Nalhotep, the Enneade of all kinds of revelry, threw a party. Now this is something common for Nalhotep, but during the festivities of this party, he and his guests ran out of food! Seeking to satisfy his guests, and himself, he sneaked into Mepti’s realm and stole her magical instant-bearing fruit beans. When his chaotic magic mingled with Mepti’s creation magic, the Bag of Beans were created. The Beans that were released during the party, before Nalhotep realized their destructive tendencies, became legendary stories that Nalhotep shared with his guests for centuries to come, reducing them to puddles of laughter in the process.*

**Bag of Devouring**

*Wondrous item, Very Rare*

This bag superficially resembles a *Bag of Holding* but is a feeding orifice for a gigantic extra-dimensional creature. Turning the bag inside out closes the orifice.

The extra-dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Brawn check.

Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Brawn check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, and transported to a random location within a random Realm. Inanimate objects can be stored in the bag, which can hold 30 liters of such material. However, once each day, the bag swallows any objects inside it and spits them out into another Realm. The GM determines the Realm. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location in a random Realm.

*When Bags of Holding were starting to become popular in the Age of Genesis, Shu, the Enneade of Thievery, created and spread Bags of Devouring across the Realms. The Bags of Devouring are made to be indistinguishable from normal Bags of Holding, so when a Bag of Devouring were confused for a Bag of Holding, the contents were transported, thus stolen, to Shu’s personal Realm. After his death, the Bag of Holding sends the contents instead to a random Realm of a surviving Enneade.*

**Bag of Holding**

*Wondrous item, Uncommon*

This bag has an interior space considerably larger than its outside dimensions, roughly 0.5 m in diameter at the mouth and 1 m deep. The bag can hold up to 200 kg, not exceeding a volume of 2000 liters. The bag weighs 7 kg, regardless of its contents.

Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Stellar Expanse. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a Bag of Holding inside an extra-dimensional space created by a *Handy Haversack*, *Portable Hole*, or similar item instantly destroys both items and opens a gate to the Stellar Expanse. The gate originates where the one item was placed inside the other. Any creature within 2 m of the gate is sucked through it to a random location in the Stellar Expanse. The gate then closes. The gate is one-way only and can’t be reopened.

**Bag of Tricks**

*Wondrous item, Uncommon*

This ordinary bag appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 0.2 kg.

You can use an action to pull the fuzzy object from the bag and throw it up to 4 m. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Gray Bag of Tricks

d8     Creature

1     Weasel

2     Giant rat

3     Badger

4     Boar

5     Panther

6     Giant badger

7     Dire wolf

8     Giant elk

Rust Bag of Tricks

d8     Creature

1     Rat

2     Owl

3     Mastiff

4     Goat

5     Giant goat

6     Giant boar

7     Lion

8     Brown bear

Tan Bag of Tricks

d8     Creature

1     Jackal

2     Ape

3     Baboon

4     Axe beak

5     Black bear

6     Giant weasel

7     Giant hyena

8     Tiger

**Bead of Force**

*Wondrous item, rare*

This small sphere measures 2 cm in diameter and weighs 30 gr. Typically, 1d4+4 Beads of Force are found together. You can use an action to throw the bead up to 12 m. The bead explodes on impact and is destroyed. Each creature within a 2 m radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeed on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 0.5 kg, regardless of the weight of creatures inside.

**Belt of Dwarvenkind**

*Wondrous item, rare (requires attunement)*

While wearing this belt, you gain the following benefits:

* Your Vitality score increases by 2, to a maximum of 20.
* You have advantage on Persuasion checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.

If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:

* You have advantage on saving throws against poison, and you have resistance against poison damage.
* You have darkvision out to a range of 12 m.
* You can speak, read, and write dwarvish.

**Belt of Giant Strength**

*Wondrous item, rarity varies (requires attunement)*

While wearing this belt, your Brawn score changes to a score granted by the belt. If your Brawn is already equal to or greater than the belt’s score, the item has no effect on you.

Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

Type                 Brawn         Rarity

Hill giant             21         Rare

Stone/Frost giant         23         Very rare

Fire giant             25         Very rare

Cloud giant             27         Legendary

Storm giant             29         Legendary

**Berserker Axe**

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

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each total level you possess.

***Curse***: This axe 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 axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 12 m of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Composure saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 12 m of you that you can see or hear.

**Boots of Elvenkind**

*Wondrous item, uncommon*

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Stealth (Dex) checks that rely on moving silently.

**Boots of Levitation**

*Wondrous item, rare (requires attunement)*

While you wear these boots, you can use an action to cast the *Levitate* spell on yourself at will.

**Boots of Speed**

*Wondrous item, rare (requires attunement)*

While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

**Boots of Striding and Springing**

*Wondrous item, uncommon (requires attunement)*

While you wear these boots, your walking speed becomes 6 m, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.

**Boots of the Winterlands**

*Wondrous item, uncommon (requires attunement)*

While you wear these boots, you gain the following benefits:

* You have resistance to cold damage.
* You ignore difficult terrain created by ice or snow
* You can tolerate temperatures as low as −45 degrees Celsius without any additional

protection. If you wear heavy clothes, you can tolerate temperatures as low as −70 degrees Celsius.

**Bowl of Commanding Water Elementals**

*Wondrous item, rare*

While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a *water elemental*, as if you had cast the *Conjure Elemental* spell. The bowl can’t be used this way again until the next dawn. The bowl is about 0.2 m in diameter and half as deep. It weighs 1.5 kg and holds about 10 liters.

**Bracers of Archery**

*Wondrous item, uncommon (requires attunement)*

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

**Bracers of Defense**

*Wondrous item, rare (requires attunement)*

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

**Brazier of Commanding Fire Elementals**

*Wondrous item, rare*

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a *fire elemental*, as if you had cast the *Conjure Elemental* spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 2.5 kg.

**Brooch of Shielding**

*Wondrous item, uncommon (requires attunement)*

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the *Magic Missile* spell.

**Broom of Flying**

*Wondrous item, uncommon*

This wooden broom, which weighs 1.5 kg, functions like a mundane broom until you stand  astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 10 m. It can carry up to 200 kg, but its flying speed becomes 6 m while carrying over 100 kg. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 2 km of you if you speak the

command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 2 km of you.

**Candle of Invocation**

*Wondrous item, very rare (requires attunement)*

This slender taper is dedicated to an Enneade. The candle’s devotion can be detected with the Identify Spell.

d7     Enneade

1     Riahn

2     Gera

3    Teranis

4     Lapuana

5    Borias

6    Suhlmis

7     Vegomo

The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.

While lit, the candle sheds dim light in a 6 m radius. Any creature within that light whose

devotion matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. Alternatively, when you light the candle for the first time, you can cast the *Gate* spell with it. Doing so destroys the candle.

**Cape of the Mountebank**

*Wondrous item, rare*

While wearing this cape, you can use it to cast the *Dimension Door* spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

**Carpet of Flying**

*Wondrous item, very rare*

You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 6 m of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly.

d100         Size             Capacity     Flying Speed

01–20         1 m × 1.5 m         100 kg         16 m

21–55         1.2 m × 1.8 m         200 kg     12 m

56–80         1.5 m × 2 m         300 kg        8 m

81–100     1.8 m × 2.8 m         400 kg     6 m

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

**Censer of Controlling Air Elementals**

*Wondrous item, rare*

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an *air elemental*, as if you had cast the *Conjure Elemental* spell. The censer can’t be used this way again until the next dawn. This 15 cm wide, 30 cm high vessel resembles a chalice with a decorated lid. It weighs 0.5 kg.

**Chime of Opening**

*Wondrous item, rare*

This hollow metal tube measures about 30 cm long and weighs 0.5 kg. You can strike it as an action, pointing it at an object within 24 m of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.

**Circlet of Blasting**

*Wondrous item, uncommon*

While wearing this circlet, you can use an action to cast the *Scorching Ray* spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

**Cloak of Arachnida**

*Wondrous item, very rare (requires attunement)*

While wearing this cloak, you gain the following benefits:

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

**Cloak of Displacement**

*Wondrous item, rare (requires attunement)*

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

**Cloak of Elvenkind**

*Wondrous item, Uncommon (requires attunement)*

While you wear this cloak with its hood up, Perception (Int/Com) checks made to see you have disadvantage, and you have advantage on Stealth (Cun) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

**Cloak of Protection**

*Wondrous item, Uncommon (requires attunement)*

You gain a +1 bonus to AC and saving throws while you wear this cloak.

**Cloak of the Bat**

*Wondrous item, rare (requires attunement)*

While wearing this cloak, you have advantage on Stealth (Dex) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 8 m. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast *Polymorph* on yourself, transforming into a bat. While you are in the form of the bat, you retain your mental and social Ability Scores. The cloak can’t be used this way again until the next dawn.

**Cloak of the Manta Ray**

*Wondrous item, uncommon*

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 12 m. Pulling the hood up or down requires an action.

**Crystal Ball**

*Wondrous item, very rare or legendary (requires attunement)*

The typical Crystal Ball is about 15 cm in diameter. While touching it, you can cast the *Scrying* spell (save DC 17) with it. The following Crystal Ball variants are legendary items and have additional properties.

***Crystal Ball of Mind Reading***: You can use an action to cast the *Detect Thoughts* spell (save DC 17) while you are *Scrying* with the Crystal Ball, targeting creatures you can see within 6 m of the spell’s sensor. You don’t need to concentrate on this *Detect Thoughts* to maintain it during its duration, but it ends if *Scrying* ends.

***Crystal Ball of Telepathy***: While Scrying with the Crystal Ball, you can communicate telepathically with creatures you can see within 6 m of the spell’s sensor. You can also use an action to cast *Suggestion* (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this *Suggestion* to maintain it during its duration, but it ends if *Scrying* ends. Once used, the *Suggestion* power of the Crystal Ball can’t be used again until the next dawn.

***Crystal Ball of True Seeing***: While *Scrying* with the Crystal Ball, you have truesight with a radius of 24 m centered on the spell’s sensor.

**Cube of Force**

*Wondrous item, rare (requires attunement)*

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

You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 3 m on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains.

Cube of Force Faces

Face     Charges     Effect

1     1         Gases, wind, and fog can’t pass through the barrier.

2     2        Nonliving matter can’t pass through the barrier. Walls, floors, and

ceilings can pass through at your discretion.

3     3         Living matter can’t pass through the barrier.

4     4         Spell effects can’t pass through the barrier.

5     5         Nothing can pass through the barrier.

Walls, floors, and ceilings can pass through

at your discretion.

6     0         The barrier deactivates.

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

Spell or Item         Charges Lost

*Disintegrate*         1d12

*Horn of Blasting*    1d10

*Prismatic Spray*     1d20

*Wall of Fire*         1d4

**Cubic Gate**

*Wondrous item, legendary*

This cube is 10 cm across and radiates palpable magical energy. The 8 sides of the cube are each keyed to a different Realm, excluding Frostmark. You can use an action to press one side of the cube to cast the *Gate* spell with it, opening a portal to the Realm keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the Realm Shift spell (save DC 17) with the cube and transport the targets to the Realm keyed to that side.

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

**Dagger of Venom**

*Weapon (dagger), rare*

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

**Dancing Sword**

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

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 6 m, and attacks one creature of your choice within 1 m of it. The sword uses your attack roll and Ability Score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 6 m to another spot within 6 m of you. As part of the same bonus action, you can cause the sword to attack one creature within 1 m of it.

After the hovering sword attacks for the fourth time, it flies up to 6 m and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 6 m away from it.

**Decanter of Endless Water**

*Wondrous item, uncommon*

The decanter weighs 1 kg. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

* “Stream” produces 4 liters of water.
* “Fountain” produces 20 liters of water.
* “Geyser” produces 100 liters of water that gushes forth in a geyser 6 m long and 30 cm wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 6 m of you. The target must succeed on a DC 13 Brawn saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 100 kg. The object is either knocked over or pushed up to 3 m away from you.

**Deck of Illusions**

*Wondrous item, uncommon*

This box contains a set of cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 6 m of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 24 m of the illusory creature and can see it, you can use an action to move it magically anywhere within 6 m of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Investigation check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be

used again.

Playing Card             Illusion

Ace of hearts             Red dragon

King of hearts         3 Werewolves

Queen of hearts         Unicorn

Jack of hearts         5 Cockatrice

Ten of hearts            Cloud giant

Nine of hearts         Ettin

Eight of hearts         Bugbear

Two of hearts         Goblin

Ace of diamonds         Androsphinx

King of diamonds         2nd Order angel

Queen of diamonds         3 Green hags

Jack of diamonds         5 Pixies

Ten of diamonds         Fire giant

Nine of diamonds         Ogre

Eight of diamonds         Gnoll

Two of diamonds         Kobold

Ace of spades         Balor

King of spades         3 Ghosts

Queen of spades         Basilisk

Jack of spades         5 Gorgons

Ten of spades         Frost giant

Nine of spades         Troll

Eight of spades         Hobgoblin

Two of spades         Goblin

Ace of clubs             Iron golem

King of clubs             3 Yetis

Queen of clubs         Erinyes

Jack of clubs             5 Duergar

Ten of clubs             Hill giant

Nine of clubs             Ogre

Eight of clubs         Orc

Two of clubs             Kobold

Jokers (2)            You (the deck’s owner)

**Deck of Many Things**

*Wondrous item, legendary*

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

Playing Card             Card

Ace of diamonds         Vizier\*

King of diamonds         Sun

Queen of diamonds         Moon

Jack of diamonds         Star

Two of diamonds         Comet\*

Ace of hearts             The Fates\*

King of hearts         Throne

Queen of hearts         Key

Jack of hearts         Knight

Two of hearts         Gem\*

Ace of clubs             Talons\*

King of clubs             The Void

Queen of clubs         Flames

Jack of clubs             Skull

Two of clubs             Idiot\*

Ace of spades         Donjon\*

King of spades         Ruin

Queen of spades         Euryale

Jack of spades         Rogue

Two of spades         Balance\*

Joker (with TM)         Fool\*

Joker (without TM)         Jester

\*Found only in a deck with twenty-two cards

***Balance***: Your mind suffers a wrenching alteration, causing your personality to change. How this affects your character is up to you, but there needs to be some kind of stark change.

***Comet***: If you single-handedly defeat the next hostile adversary or group of adversaries you encounter, you gain one level. Otherwise, this card has no effect.

***Donjon***: You disappear and become entombed in a state of suspended animation in an extra-dimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any divination magic, but a *Wish* spell can reveal the location of your prison. You draw no more cards.

***Euryale***: The card’s snake-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only an Enneade or the magic of *The Fates card* can end this curse.

***The Fates***: Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die.

***Flames***: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

***Fool***: You lose a level and draw from the deck again, counting both draws as one of your declared draws.

***Gem***: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

***Idiot***: Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

***Jester***: You gain a level, or you can draw two additional cards beyond your declared draws.

***Key***: A Rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

***Knight***: You gain the service of a 4th-level Tactics soldier who appears in a space you choose within 6 m of you. The soldier is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

***Moon***: You are granted the ability to cast the *Wish* spell 1d3 times.

***Rogue***: A nonplayer character of the GM’s choice becomes hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Nothing less than a *Wish* spell or divine intervention can end the NPC’s hostility toward you.

***Ruin***: All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

***Skull***: You summon an *avatar of death*—a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM’s choice within 2 m of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own *avatar of death*. A creature slain by an *avatar of death* can’t be restored to life.

***Avatar of Death***

CR 0 | Medium undead

AC: 20         HP: Equal to half the HP of the summoner     Speed: 12 m bw, 12 m fly

Dmg Im: Necrotic, poison

Con Im: Charm, frighten, paralyze, petrified, poison, unconscious

***Reaping Scythe***: The avatar sweeps its spectral scythe through a creature within 1 m of it, dealing 1d8+3 slashing damage plus 1d8 necrotic damage.

***Incorporeal Movement***: The avatar can move through other creatures and objects as if they were DT. It takes 1d10 force dmg if it ends its turn inside an object.

***Turning Immunity***: The avatar is immune to abilities that turn undead.

Br 16 (+3)        Dex 16 (+3)        Vit 16 (+3)

Int 16 (+3)        Cun 16 (+3)        Res 16 (+3)

Pre 16 (+3)        Man 16 (+3)        Com 16 (+3)

Senses: Darkvision 12 m, truesight 12 m, passive Perc 13

Languages: All languages known to its summoner

***Star***: Increase one of your Ability Scores by 2. The score can exceed 20 but can’t exceed 24.

***Sun***: You gain a level, and a wondrous item (which the GM determines randomly) appears in your hands.

***Talons***: Every magic item you wear or carry disintegrates. Artifacts in your possession aren’t destroyed but do vanish.

***Throne***: You gain 2 ranks in the Persuasion skill, and you may reach rank 5 with the skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.

***Vizier***: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

***The Void***: This black card spells disaster. Your Soul is drawn from your body and contained in an object in a place of the GM’s choice. One or more powerful beings guard the place. While your Soul is trapped in this way, your body is incapacitated. A *Wish* spell can’t restore your Soul, but the spell reveals the location of the object that holds it. You draw no more cards.

**Defender**

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

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the

sword’s bonus to your armor class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

**Demon Armor**

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

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

***Curse***: Once you don this cursed armor, you can’t doff it unless you are targeted by the *Greater Restoration* spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

**Dimensional Shackles**

*Wondrous item, rare*

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of

extra-dimensional movement, including teleportation or travel to different Realms. They don’t prevent the creature from passing through an interdimensional portal.

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

**Dragon Scale Mail**

*Armor (scale mail), very rare (requires attunement)*

Dragon Scale Mail is made of the scales of one kind of dragon. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the frightful presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 50 km of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

Dragon     Resistance     Dragon     Resistance

Black         Acid         Gold         Fire

Blue         Lightning     Green         Poison

Brass         Fire         Red         Fire

Bronze     Lightning     Silver         Cold

Copper     Acid         White         Cold

**Dragon Slayer**

*Weapon (any sword), rare*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.

**Dust of Disappearance**

*Wondrous item, uncommon*

There is enough dust in this small packet for one use. When you use an action to throw the dust into the air, you and each creature and object within 2 m of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

**Dust of Dryness**

*Wondrous item, uncommon*

This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 3 m on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Vitality saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

**Dust of Sneezing and Choking**

*Wondrous item, uncommon*

It appears to be Dust of Disappearance, and an Identify spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 6 m of you must succeed on a DC 15 Vitality saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The Lesser Restoration spell can also end the effect on a creature.

**Dwarven Plate**

*Armor (plate), very rare*

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

**Dwarven Thrower**

*Weapon (warhammer), very rare (requires attunement by a dwarf)*

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 4 m and a long range of 12 m. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

**Efficient Quiver**

*Wondrous item, uncommon*

Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 1 kg. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

**Efreeti Bottle**

*Wondrous item, very rare*

This painted brass bottle weighs 0.5 kg. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 6 m of you. The first time the bottle is opened, the GM rolls to determine what happens.

d100         Effect

01–10         The efreeti attacks you. After fighting for 5

rounds, the efreeti disappears, and the bottle

loses its magic.

11–90         The efreeti serves you for 1 hour, doing as you

command. Then the efreeti returns to the bottle,

and a new stopper contains it. The stopper can’t

be removed for 24 hours. The next two times the

bottle is opened, the same effect occurs. If the

bottle is opened a fourth time, the efreeti

escapes and disappears, and the bottle loses its

magic.

91–00         The efreeti can cast the Wish spell three times for

you. It disappears when it grants the final Wish or

after 1 hour, and the bottle loses its magic.

**Elemental Gem**

*Wondrous item, uncommon*

When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell.

Gem             Summoned Elemental

Blue sapphire     Air Elemental

Yellow diamond     Earth Elemental

Red corundum     Fire Elemental

Emerald         Water Elemental

**Elven Chain**

*Armor (chain shirt), rare*

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

**Eversmoking Bottle**

*Wondrous item, uncommon*

This bottle weighs 0.5 kg. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 12 m radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 2 m until it reaches its maximum radius of 24 m.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its

command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (5 to 10 meters per second) can also disperse the smoke after 1 minute, and a strong wind (11 or more meters per second) can do so after 1 round.

**Eyes of Charming**

*Wondrous item, uncommon (requires attunement)*

These lenses have 3 charges. While wearing them, you can expend 1 charge as an action to cast the Charm Person spell (Save DC 13) on a humanoid within 6 m of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

**Eyes of Minute Seeing**

*Wondrous item, uncommon*

While wearing these lenses, you can see much better than normal out to a range of 0.3 m. You have advantage on Investigation checks that rely on sight while searching an area or studying an object within that range.

**Eyes of the Eagle**

*Wondrous item, uncommon (requires attunement)*

While wearing these lenses, you have advantage on Perception checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 0.5 m across.

**Feather Token**

*Wondrous item, rare*

This tiny object looks like a feather. Different types of Feather Tokens exist, each with a different single use effect. The GM chooses the kind of token or determines it randomly.

d100         Feather Token     d100         Feather Token

01–20         Anchor         51–65         Swan boat

21–35         Bird             66–90         Tree

36–50         Fan             91–00         Whip

***Anchor***: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

***Bird***: You can use an action to toss the token 1 m into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 200 kg while flying at its maximum speed (7 meters per second for a maximum of 230 km per day, with a one-hour rest for every 3 hours of flying), or 500 kg at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

***Fan***: If you are on a boat or ship, you can use an action to toss the token up to 2 m 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 2 meters per second for 8 hours. You can dismiss the fan as an action.

***Swan Boat***: You can use an action to touch the token to a body of water at least 12 m in diameter. The token disappears, and a 10 m long, 1 m wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 3 meters per second. You can use an action while on the boat to command it to move or to turn

up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

***Tree***: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 12 m tall and has a 1.5 m diameter trunk, and its branches at the top spread out in a 6 m radius.

***Whip***: You can use an action to throw the token to a point within 2 m of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 2 m of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage.

As a bonus action on your turn, you can direct the whip to fly up to 4 m and repeat the attack against a creature within 2 m of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.

**Figurine of Wondrous Power**

*Wondrous item, rarity by figurine*

A figurine of wondrous power is a statuette small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 12 m of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and

obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount

of time has passed, as specified in the figurine’s description.

***Bronze Griffon*** *(rare)*: This bronze statuette is of a griffon rampant. It can become a *griffon* for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

***Ebony Fly*** *(rare)*: This ebony statuette is carved in the likeness of a horsefly. It can become a *giant fly* for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.

***Giant Fly***

*Large animal*

AC: 11         HP: 19 (3d10+3)     Speed: 6 m bw, 12 m fly

Br 14 (+2)        Dex 13 (+1)        Vit 13 (+1)

Int 2 (-4)        Cun 10 (0)        Res 4 (-3)

Pre 6 (-2)        Man 3 (-4)        Com 10 (0)

Senses: Darkvision 12 m, passive Perc 10

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

***Ivory Goats*** *(rare)*: These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:

* The ***Goat of Traveling*** can become a Large goat with the same statistics as a *riding horse*. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges.
* The ***Goat of Travail*** becomes a *giant goat* for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.
* The ***Goat of Terror*** becomes a *giant goat* for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 6 m radius aura of terror while you are riding it.

Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Resolve saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.

***Marble Elephant*** *(rare)*: This marble statuette is about 10 cm high and long. It can become an *elephant* for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.

***Obsidian Steed*** *(very rare)*: This polished obsidian horse can become a nightmare for up to 24 hours. The *nightmare* fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.

The figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the *nightmare* while it is ignoring your orders, you and the *nightmare* are instantly transported to a random location in a random Realm, where the *nightmare* reverts to figurine form.

***Onyx Dog*** *(rare)*: This onyx statuette of a dog can become a *mastiff* for up to 6 hours. The *mastiff* has an Intelligence of 8 and can speak Ancient Markish. It also has darkvision out to a range of 12 m and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed.

***Serpentine Owl*** *(rare)*: This serpentine statuette of an owl can become a *giant owl* for up to 8 hours. Once it has been used, it can’t be used again until 2 have passed. The owl can telepathically communicate with you at any range if you and it are on within the same Realm.

***Silver Raven (uncommon)***: This silver statuette of a raven can become a *raven* for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in *raven* form, the figurine allows you to cast the *Animal Messenger* spell on it at will.

**Flame Tongue**

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

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 8-m radius and dim light for an additional 8 m. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

**Folding Boat**

*Wondrous item, rare*

This object appears as a wooden box that measures 30 cm long, 15 cm wide, and 15 cm deep. It weighs 2 kg and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 3 m long, 1 m wide, and 0.5 m deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 7 m long, 2.5 m wide, and 2 m deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

**Frost Brand**

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

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 2 m radius and dim light for an additional 2 m. When you draw this weapon, you can extinguish all nonmagical flames within 6 m of you. This property can be used no more than once per hour.

**Gauntlets of Ogre Power**

*Wondrous item, uncommon (requires attunement)*

Your Brawn score is 19 while you wear these gauntlets. They have no effect on you if your

Brawn is already 19 or higher.

**Gem of Brightness**

*Wondrous item, uncommon*

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

* The first command word causes the gem to shed bright light in a 6 m radius and dim light for an additional 6 m. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 12 m of you. The creature must succeed on a DC 15 Vitality saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
* The third command word expends 5 charges and causes the gem to flare with blinding light in a 6 m cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

**Gem of Seeing**

*Wondrous item, rare (requires attunement)*

This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 24 m when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.

**Giant Slayer**

*Weapon (any axe or sword), rare*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Brawn saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

**Glamoured Studded Leather**

*Armor (reinforced leather armor), rare*

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory

appearance lasts until you use this property again or remove the armor.

**Gloves of Missile Snaring**

*Wondrous item, uncommon (requires attunement)*

When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

**Gloves of Swimming and Climbing**

*Wondrous item, uncommon (requires attunement)*

While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Athletics (Br) checks made to climb or swim.

**Goggles of Night**

*Wondrous item, uncommon*

While wearing these lenses, you have darkvision out to a range of 12 m. If you already have darkvision, wearing the goggles increases its range by 12 m.

**Hammer of Thunderbolts**

*Weapon (maul), legendary*

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

***Giant’s Bane*** (Requires attunement): You must be wearing a belt of *Giant Strength* (any variety) and *Gauntlets of Ogre Power* to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Brawn score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Vitality saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 4 m and a long range of 12 m. If the attack hits, the hammer unleashes a thunderclap audible out to 100 m. The target and every creature within 6 m of it must succeed on a DC 17 Vitality saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

**Handy Haversack**

*Wondrous item, rare*

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 10 kg of material, not exceeding a volume of 60 liters. The large central pouch can hold up to 200 liters or 40 kg of material. The backpack always weighs 2 kg, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Stellar Expanse. The gate originates where the one item was placed inside the other. Any creature within 2 m of the gate is sucked through it and deposited in a random location in the Stellar Expanse. The gate then closes. The gate is one-way only and can’t be reopened.

**Hat of Disguise**

*Wondrous item, uncommon (requires attunement)*

While wearing this hat, you can use an action to cast the Disguise Self spell from it at will. The spell ends if the hat is removed.

**Headband of Intellect**

*Wondrous item, uncommon (requires attunement)*

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

**Helm of Brilliance**

*Wondrous item, very rare (requires attunement)*

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

* You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: *Daylight* (opal), *Fireball* (fire opal), *Prismatic Spray* (diamond), or *Wall of Fire* (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
* As long as it has at least one diamond, the helm emits dim light in a 6 m radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
* As long as the helm has at least one ruby, you have resistance to fire damage.
* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 2 m radius and dim light for an additional 2 m. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 12 m of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

**Helm of Comprehending Languages**

*Wondrous item, uncommon*

While wearing this helm, you can use an action to cast the *Comprehend Languages* spell from it at will.

**Helm of Telepathy**

*Wondrous item, uncommon (requires attunement)*

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

While focusing on a creature with *Detect Thoughts*, you can use an action to cast the *Suggestion* spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.

**Helm of Teleportation**

*Wondrous item, rare (requires attunement)*

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *Teleport* spell from it. The helm regains 1d3 expended charges daily at dawn.

**Holy Avenger**

*Weapon (any sword), legendary (requires attunement by [Divine Oath] level taker)*

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of a type that your Enneade has as a favored enemy, that creature takes an extra 2d10 damage of a type equal to one of your Enneade’s favorite damage types (your choice). If you are able to *Smite*, the damage the Holy Avenger does is the same as your *Smite* damage type.

While you hold the drawn sword, it creates an aura in a 2 m radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in [Divine Oath], the radius of the aura increases to 6 m.

**Horn of Blasting**

*Wondrous item, rare*

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 6 m cone that is audible 200 m. Each creature in the cone must make a DC 15 Vitality saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

**Horn of Kess’Aai**

*Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)*

You can use an action to blow this horn. In response, warrior spirits from Kess’Aai appear within 12 m of you. They use the statistics of Beornish Raiders, Hunters and Berserkers. They return to Kess’Aai after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

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

d100     Horn Type    Spirits Summoned        Requirement

01–40     Silver         1d4 + 1 R            None

41–75     Brass         1d4 + 2 R +1d2 H        Proficiency with at least 2 melee weapons

76–90     Bronze     1d4 + 2 R +1d2 H+ 1 B         Proficiency with at least medium armor

91–00     Iron         1d4 + 3 R +1d4 H + 1d2 B     Proficiency with at least 1 heavy weapon

R = Beornish Raider

H = Beornish Hunter

B = Beornish Berserker

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

**Horseshoes of a Zephyr**

*Wondrous item, very rare*

These horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 10 cm above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

**Horseshoes of Speed**

*Wondrous item, rare*

These horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 6 m.

**Immovable Rod**

*Rod, uncommon*

This rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 4,000 kg of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Brawn check, moving the fixed rod up to 2 m on a success.

**Instant Fortress**

*Wondrous item, rare*

You can use an action to place this 2 cm metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 4 m on a side and 6 m high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is Immune to the Knock spell and similar magic, such as that of a chime of opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage

and are pushed automatically.

The tower is made of adamantine, and it's magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, Immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a Wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of Wish causes the roof, the door, or one wall to regain 50 hit points.

**Stone of Vegomo**

*Wondrous item, rarity varies (requires attunement)*

Many types of Stone of Vegomo 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 10 cm 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 Athletics (Dex) 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.

***Absorption*** *(very rare*): While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 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.

***Agility*** *(very rare)*: Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

***Awareness*** *(rare)*: You can’t be surprised while this dark blue rhomboid orbits your head.

***Fortitude*** *(very rare)*: Your Vitality score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

***Greater Absorption*** *(legendary)*: While this marbled lavender and green ellipsoid orbits your head, 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.

***Insight*** *(very rare)*: Your Cunning score increases by 2, to a maximum of 20, while this

incandescent blue sphere orbits your head.

***Intellect*** *(very rare)*: Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

***Leadership*** *(very rare)*: Your Presence or Manipulation score increases by 2, your choice, to a maximum of 20, while this marbled pink and green sphere orbits your head.

***Mastery*** *(legendary)*: Your proficiency bonus increases by 1 while this pale green prism orbits your head.

***Protection*** *(rare)*: You gain a +1 bonus to AC while this dusty rose prism orbits your head.

***Regeneration*** *(legendary)*: You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

***Reserve*** *(rare)*: This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4−1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

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

***Strength*** *(very rare)*: Your Brawn score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

***Sustenance*** *(rare)*: You don’t need to eat or drink while this clear spindle orbits your head.

**Iron Bands of Binding**

*Wondrous item, rare*

This sphere measures 7 cm in diameter and weighs 0.5 kg. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 12 m of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your

proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Brawn check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.

**Iron Flask**

*Wondrous item, legendary*

This bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 12 m of you. If the target is native to another Realm other than the one you’re in, the target must succeed on a DC 17 Pre/Man saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age.

You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and personality. An *Identify* spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

d100         Contents

1‒50         Empty

51‒54         Barlgura (Demon)

55‒58         Chasme (Demon)

59‒62         Vrock (Demon)

63‒64         Hezrou (Demon)

65         Nalfeshnee (Demon)

66         Goristro (Demon)

67         1st order angel

68‒69         Ice Devil (greater)

70‒73         Barbed Devil

74‒75         Djinn

76‒77         Efreeti

78‒83         Elemental (any)

84‒86         Phantom Hunter

87‒90         Winter Hag

91         2nd Order Angel

92‒95         Adult Hydrion

96         3rd Order angel

97‒99         Leshy

100         Frost Roc

**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 1 m wide that extends out from you to a target within 24 m. 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.

**Lantern of Revealing**

*Wondrous item, uncommon*

While lit, this hooded lantern burns for 6 hours on 0.5 l of oil, shedding bright light in a 6 m radius and dim light for an additional 6 m. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 1 m radius.

**Luck Blade**

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

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

***Luck***: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.

***Wish***: The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the Wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.

**Mace of Disruption**

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

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

While you hold this weapon, it sheds bright light in a 4 m radius and dim light for an additional 4 m.

**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 the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

**Mace of Terror**

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

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 6 m radius extending from you must succeed on a DC 15 Resolve saving throw or become frightened

of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 6 m of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the

creatures can use the dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn.

**Mantle of Spell Resistance**

*Wondrous item, rare (requires attunement)*

You have advantage on saving throws against spells while you wear this cloak.

**Manual of Bodily Health**

*Wondrous item, very rare*

If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Vitality score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

**Manual of Gainful Exercise**

*Wondrous item, very rare*

If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Brawn score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

**Manual of Golems**

*Wondrous item, very rare*

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a Manual of Golems and attempts to read it takes 6d6 psychic damage.

d20         Golem     Time         Cost

1–5         Clay         30 days     5 Soul Power (min 1 Soul of 3th lvl) 15,000 gp

6–17         Flesh         60 days     4 Soul Power (min 1 Soul of 2th lvl) 10,000 gp

18         Iron         120 days     9 Soul Power (min 1 Soul of 7th lvl) 25,000 gp

19–20         Stone         90 days     6 Soul Power (min 1 Soul of 4th lvl) 20,000 gp

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

Once you finish creating the golem, the book is consumed in flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

**Manual of Quickness of Action**

*Wondrous item, very rare*

If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

**Marvelous Pigments**

*Wondrous item, very rare*

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 0.5 kg 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 300 square meters 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 3,000 cubic meters. It takes 10 minutes to cover 30 square meters.

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.

**Medallion of Thoughts**

*Wondrous item, uncommon (requires attunement)*

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *Detect Thoughts* spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

**Mirror of Life Trapping**

*Wondrous item, very rare*

When this 1 m tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 20 kg, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.

If the mirror is hanging on a vertical surface and you are within 1 m of it, 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. Any creature other than you that sees its reflection in the activated mirror while within 6 m of it must succeed on a DC 15 Pre/Man saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror’s nature, and constructs succeed on the saving throw

automatically.

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 2 m. 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 Realm travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random 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, all creatures it contains are freed and appear in unoccupied spaces near it.

While within 1 m of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell 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 one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

**Mithral Armor**

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

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Stealth (Dex) checks or has a Brawn requirement, the mithral version of the armor doesn’t.

**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).

**Necklace of Fireballs**

*Wondrous item, rare*

This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 12 m away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level *Fireball* spell (save DC 15). You can hurl multiple beads, or even the whole  necklace, as one action. When you do so, increase the level of the *Firebal*l by 1 for each bead beyond the first.

**Necklace of Prayer Beads**

*Wondrous item, rare (requires attunement by [Devotion], [Divine Oath] and [World Magic])*

This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

d20     Bead of …         Spell

1–6     Blessing         *Bless*

7–12     Curing         *Cure Wounds* (2nd level) or *Lesser Restoration*

13–16     Favor             *Greater Restoration*

17–18     Smiting         *Scorching Ray*

19     Summons         *Realmwalker*

20     Wind             *Wind Walk*

**Nine Lives Stealer**

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

You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100

hit points, it must succeed on a DC 15 Vitality saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

**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.

**Oil of Etherealness**

*Potion, rare*

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the *Etherealness* spell for 1 hour.

**Oil of Sharpness**

*Potion, very rare*

The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

**Oil of Slipperiness**

*Potion, uncommon*

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 2 m square, duplicating the effect of the Grease spell in that area for 8 hours.

**Pearl of Power**

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

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended Slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it canʼt be used again until the next dawn.

**Periapt of Health**

*Wondrous item, uncommon*

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

**Periapt of Proof against Poison**

*Wondrous item, rare*

While you wearing this periapt it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

**Periapt of Wound Closure**

*Wondrous item, uncommon (requires attunement)*

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a hit die to regain hit points, double the number of hit points it restores.

**Philter of Love**

*Potion, uncommon*

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

**Pipes of Haunting**

*Wondrous item, uncommon*

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 6 m of you that hears you play must succeed on a DC 15 Resolve saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

**Pipes of the Sewers**

*Wondrous item, uncommon (requires attunement)*

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

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within 2 km of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

Whenever a swarm of rats that isn’t under another creature’s control comes within 6 m of you while you are playing the pipes, you can make a Manipulation check contested by the swarm’s Composure check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

**Plate Armor of Etherealness**

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

While you’re wearing this armor, you can speak its command word as an action to gain the effect of the *Etherealness*spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

**Portable Hole**

*Wondrous item, rare*

This cloth is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 2 m in diameter. You can use an action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 3 m deep. The cylindrical space within the hole exists on a different Plane, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can use an action to close a Portable Hole by taking hold of the edges of the cloth and folding it up.

Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Brawn check. On a successful check, the creature forces its way out and appears within 1 m of the Portable Hole or the creature carrying it. A breathing creature within a closed Portable Hole can survive for up to 10 minutes, after which time it

begins to suffocate.

Placing a Portable Hole inside an extradimensional space created by a *Bag of Holding*, *Handy Haversack*, or similar item instantly destroys both items and opens a gate to the Stellar Expanse. The gate originates where the one item was placed inside the other. Any creature within 2 m of the gate is sucked through it and deposited in a random location inside the Stellar Expanse. The gate then closes. The gate is one-way only and can’t be reopened.

**Potion of Animal Friendship**

*Potion, uncommon*

When you drink this potion, you can cast the *Animal Connection* spell (save DC 13) for 1 hour at will.

**Potion of Clairvoyance**

*Potion, rare*

When you drink this potion, you gain the effect of the *Clairvoyance* spell.

**Potion of Climbing**

*Potion, common*

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Athletics (Br) checks you make to climb.

**Potion of Diminution**

*Potion, rare*

When you drink this potion, you gain the “reduce” effect of the *Enlarge/Reduc*e spell for 1d4 hours (no concentration required).

**Potion of Flying**

*Potion, very rare*

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft.

**Potion of Gaseous Form**

*Potion, rare*

When you drink this potion, you gain the effect of the *Gaseous Form* spell for 1 hour (no concentration required) or until you end the effect as a bonus action.

**Potion of Giant Brawn**

*Potion, rarity varies*

When you drink this potion, your Brawn score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Brawn is equal to or greater than that score. The Potion of Frost Giant Brawn and the Potion of Stone Giant Brawn have the same effect.

Type of Giant     Brawn         Rarity

Hill Giant         21         Uncommon

Frost/Stone Giant     23         Rare

Fire Giant         25         Rare

Cloud Giant         27         Very rare

Storm Giant         29         Legendary

**Potion of Growth**

*Potion, uncommon*

When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 1d4 hours (no concentration required).

**Potion of Healing**

*Potion, rarity varies*

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table.

Potions of Healing

Potion of ...         Rarity             HP Regained

Healing         Common         2d4 + 2

Greater healing     Uncommon         4d4 + 4

Superior healing     Rare             8d4 + 8

Supreme healing     Very rare         10d4 + 20

**Potion of Heroism**

*Potion, rare*

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no concentration required).

**Potion of Invisibility**

*Potion, very rare*

When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

**Potion of Mind Reading**

*Potion, rare*

When you drink this potion, you gain the effect of the *Detect Thoughts* spell (save DC 13).

**Potion of Poison**

*Potion, uncommon*

This concoction looks, smells, and tastes like a *Potion of Healing* or other beneficial potion. However, it is actually poison masked by Illusion magic. An Identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Vitality saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

**Potion of Resistance**

*Potion, uncommon*

When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.

D10    Damage Type

1    Acid

2    Cold

3    Fire

4    Force

5    Lightning

6    Necrotic

7    Poison

8    Psychic

9    Radiant

10    Thunder

**Potion of Speed**

*Potion, very rare*

When you drink this potion, you gain the effect of the *Haste* spell for 1 minute (no concentration required).

**Potion of Water Breathing**

*Potion, uncommon*

You can breath underwater for 1 hour after drinking this potion.

**Restorative Ointment**

*Wonderous Item, uncommon*

This glass jar, 7 cm in diameter, contains 1d4+1 doses of a thick mixture. The jar and its content weighs about 400 gr. 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.

**Ring of Animal Influence**

*Ring, rare*

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 Connection* (save DC 13)

* *Fear* (Save DC 13), targeting only beasts and animal that have an Intelligence of 3 or lower
* *Beast Bond*

**Ring of Djinni Summoning**

*Ring, legendary (requires attunement)*

While wearing this ring, you can speak its command word as an action to summon a particular djinni. The djinni appears in an unoccupied space you choose within 24 m of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home Realm.

While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

**Ring of Elemental Command**

*Ring, legendary (requires attunement)*

This ring is linked to one of the four elemental forces. The GM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals of that type, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked to that elemental type.

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.

*Ring of Air Elemental Command*

You can expend 2 of the ring’s charges to cast *Dominate Monster* on an air elemental. In addition, when you fall, you descend 12 m per round and take no damage from falling. You can also speak and understand auran.

If you help slay an *air elemental* while attuned to the ring, you gain access to the following additional properties:

* You have resistance to lightning damage.
* You have a flying speed equal to your walking speed and can hover.
* You can cast the following spells from the ring, expending the necessary number of charges: *Chain Lightning* (3 charges), *Gust Of Wind* (2 charges), or *Wind Wall* (1 charge).

*Ring of Earth Elemental Command*

You can expend 2 of the ring’s charges to cast *Dominate Monster* on an *earth elemental*. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand terran.

If you help slay an *earth elemental* while attuned to the ring, you gain access to the following additional properties:

* You have resistance to acid damage.
* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
* You can cast the following spells from the ring, expending the necessary number of charges: *Stone Shape* (2 charges), *Stoneskin* (3 charges), or *Wall of Stone* (3 charges).

*Ring of Fire Elemental Command*

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 Water Elemental Command*

You can expend 2 of the ring’s charges to cast *Dominate Monster* on a *water elemental*. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand aquan.

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

* You can breathe underwater and have a swimming speed equal to your walking speed.
* You can cast the following spells from the ring, expending the necessary number of charges: *Create Or Destroy Food and Water* (1 charge), *Control Wate*r (3 charges), *Ice Storm* (2 charges), or *Wall of Ice* (3 charges).

**Ring of Evasion**

*Ring, rare (requires attunement)*

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

**Ring of Feather Falling**

*Ring, rare (requires attunement)*

When you fall while wearing this ring, you descend 12 m per round and take no damage from falling.

**Ring of Free Action**

*Ring, rare (requires attunement)*

While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

**Ring of Invisibility**

*Ring, legendary (requires attunement)*

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

**Ring of Jumping**

*Ring, uncommon (requires attunement)*

While wearing this ring, you can cast the *Jump* spell from it as a bonus action at will, but can target only yourself when you do so.

**Ring of Mind Shielding**

*Ring, uncommon (requires attunement)*

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

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your Soul enters it, unless it already houses a Soul. You can remain in the ring or depart for reincarnation. As long as your Soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

**Ring of Protection**

*Ring, rare (requires attunement)*

You gain a +1 bonus to AC and saving throws while wearing this ring.

**Ring of Regeneration**

*Ring, very rare (requires attunement)*

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

**Ring of Resistance**

*Ring, rare (requires attunement)*

You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.

d10     Damage Type     Gem

1     Acid             Pearl

2     Cold             Tourmaline

3     Fire             Garnet

4     Force             Sapphire

5     Lightning         Citrine

6     Necrotic         Jet

7     Poison         Amethyst

8     Psychic         Jade

9     Radiant         Topaz

10     Thunder         Spinel

**Ring of Shooting Stars**

*Ring, very rare (requires attunement outdoors at night)*

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 1 m 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 24 m 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 6 m radius.

As a bonus action, you can move each sphere up to 6 m, but no farther than 24 m away from you. When a creature other than you comes within 1 m 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.

Spheres     Lightning Damage

4         2d4

3         2d6

2         5d4

1         4d12

***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 12 m of you. Each creature within a 3 m 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.

**Ring of Spell Storing**

*Ring, rare (requires attunement)*

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6−1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

**Ring of Spell Turning**

*Ring, legendary (requires attunement)*

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.

**Ring of Swimming**

*Ring, uncommon*

You have a swimming speed of 8 m while wearing this ring.

**Ring of Telekinesis**

*Ring, very rare (requires attunement)*

While wearing this ring, you can cast the *Telekinesis* spell at will, but you can target only objects that aren’t being worn or carried.

**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 attack one creature you can see within 12 m 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 1 m 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 12 m of you that isn’t being worn or carried. The ring makes a Brawn check with a +5 bonus for each charge you spend.

**Ring of Three Wishes**

*Ring, legendary*

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the Wish spell from it. The ring becomes nonmagical when you use the last charge.

**Ring of Warmth**

*Ring, uncommon (requires attunement)*

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Celsius.

**Ring of Water**

*Walking ring, Uncommon*

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

**Ring of X-ray**

*Vision Ring, rare (requires attunement)*

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 6 m. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 25 cm of stone, 5 cm of common metal, or up to 1 m of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Vitality saving throw or gain one level of exhaustion.

**Robe of Eyes**

*Wondrous item, rare (requires attunement)*

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 Perception (Int) checks that rely on sight.
* You have darkvision out to a range of 24 m.
* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 24 m. 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 1 m of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Vitality saving throw (DC 11 for Light or DC 15 for Daylight), ending the blindness on a success.

**Robe of Scintillating Colors**

*Wondrous item, very rare (requires attunement)*

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 6 m radius and dim light for an additional 6 m. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Composure saving throw or become stunned until the effect ends.

**Robe of Stars**

*Wondrous item, very rare (requires attunement)*

You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast *Magic Missile* as a 5th level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

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

**Robe of the Archmagi**

*Wondrous item, legendary (requires attunement by [Divine Bestowal], [Occult Learner], [Pact], or [Unique Ancestry])*

You gain these benefits while wearing the robe:

* If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
* You have advantage on saving throws against spells and other magical effects.
* Your spell save DC and spell attack bonus each increase by 2.

**Robe of Useful Items**

*Wondrous item, uncommon*

While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

* Dagger
* Bullseye lantern (filled and lit)
* Steel mirror
* 3 m pole
* Hempen rope (15 m, coiled)
* Sack

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

d100     Patch

01–08     Bag of 100 gp

09–15     Silver coffer (30 cm long, 15 cm wide and deep) worth 500 gp

16–22     Iron door (up to 3 m wide and 3 m high, barred on one side of your choice),

which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself

23–30     10 gems worth 100 gp each

31–44     Wooden ladder (7 m long)

45–51     A *riding horse* with saddle bags

52–59     Pit (a cube 3 m on a side), which you can place on the ground within 3 m of you

60–68 4 *Potions of Healing*

69–75     Rowboat (3.5 m long)

76–83     Spell scroll containing one spell of 1st to 3rd level

84–90     2 *mastiffs*

91–96     Window (0.5 m by 1.5 m, up to 0.5 m deep), which you can place on a vertical

surface you can reach

97–00     Portable ram

**Rod of Absorption**

*Rod, very rare (requires attunement)*

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy, not the spell itself, is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

**Rod of Alertness**

*Rod, very rare (requires attunement)*

This rod has the following properties:

* ***Alertness***: While holding the rod, you have advantage on Perception (Com) checks and on rolls for initiative.
* ***Spells***: While holding the rod, you can use an action to cast one of the following spells from it: *Detect Soul Aspect*, *Detect Magic*, *Detect Poison And Disease*, or *See Invisibility.*
* ***Protective Aura***: As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 12 m radius and dim light for an additional 12 m. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

**Rod of Lordly Might**

*Rod, legendary (requires attunement)*

This rod functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

***Six Buttons***: You can press one of the Rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

If you press ***button 1***, the rod becomes a Flame Tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head.

If you press ***button 2***, the rod’s flanged head folds down and two crescent, shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

If you press ***button 3***, the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 2 m haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

If you press ***button 4***, the rod transforms into a climbing pole up to 15 m long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 10 cm long fold out from the sides, 30 cm apart, forming a ladder. The pole can bear up to 2,000 kg. More weight or lack of solid anchoring causes the rod to revert to its normal form.

If you press ***button 5***, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Brawn checks made to break through doors, barricades, and other barriers.

If you press ***button 6***, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

***Drain Life***: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Vitality saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn.

***Paralyze***: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Brawn saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn.

***Terrify***: While holding the rod, you can use an action to force each creature you can see within 6 m of you to make a DC 17 Resolve saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn.

**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 24 m of you. Each target must succeed on a DC 15 Composure 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.

**Rod of Security**

*Rod, very rare*

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a pocket Realm in Qedseba. You choose the form that this place takes. It could be a tranquil garden, lovely glade, cherry tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the pocket Realm contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the pocket Realm can exist only there. For example, a flower picked from a garden in the pocket Realm disappears if it is taken outside the Realm.

For each hour spent in the pocket Realm, a visitor regains hit points as if it had spent 1 Hit Die. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.

**Rope of Climbing**

*Wondrous item, uncommon*

This 12 m length of silk rope weighs 1 kg and can hold up to 1,000 kg. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 2 m on your turn when you first command it and 2 m on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop.

You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 30 cm intervals along the rope. While knotted, the rope shortens to a 15 m length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

**Rope of Entanglement**

*Wondrous item, rare*

This rope is 10 m long and weighs 1 kg. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 4 m of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Brawn or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

**Scarab of Protection**

*Wondrous item, legendary (requires attunement)*

If you hold this medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

* You have advantage on saving throws against spells.
* The scarab has 12 charges. If you fail a saving throw against a vismancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

**Scimitar of Speed**

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

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

**Shield, +1, +2, or +3**

*Armor (shield), uncommon (+1), rare (+2), or very rare (+3)*

While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

**Shield of Missile Attraction**

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

While holding this shield, you have resistance to damage from ranged weapon attacks.

***Curse***: This shield is cursed. Attuning to it curses you until you are targeted by the Greater Restoration spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 2 m of you, the curse causes you to become the target instead.

**Slippers of Spider Climbing**

*Wondrous item, uncommon (requires attunement)*

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

**Sovereign Glue**

*Wondrous item, legendary*

This substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 5d100+50 gr. 50 grams of the glue can cover a 0.5 m square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.

**Spell Scroll**

*Scroll, varies*

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is of a school of magic that you have spells known from, you can read the scroll and cast its spell without providing any Soul 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 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 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the spell scroll table.

Spell Scroll

Spell Level     Rarity         Save DC     Attack Bonus

Cantrip     Common     13         +5

1st         Common     13         +5

2nd         Uncommon     13         +5

3rd         Uncommon     15         +7

4th         Rare         15         +7

5th         Rare         17         +9

6th         Very rare     17         +9

7th         Very rare     18         +10

8th         Very rare     18         +10

9th         Legendary     19         +11

A 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 Occult (Int) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

**Spellguard Shield**

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

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

**Sphere of Annihilation**

*Wondrous item, legendary*

This 0.5 m diametersphere is a hole in the World, 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 12 m of an uncontrolled sphere, you can use an action to make a DC 25 Occult (Int) check. On a success, the sphere levitates in one direction of your choice, up to a number of m equal to your Intelligence modifier (minimum 1 m). On a failure, the sphere moves 2 m 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 Occult (Int) check contested by the other creature’s Occult (Int) 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 Realm 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.

d100         Result

01–50         The sphere is destroyed.

51–85         The sphere moves through the portal or into the extradimensional space. 86–00         A spatial rift sends each creature and object within 50 m of the sphere, including the sphere, to a random Realm.

**Staff of Charming**

*Staff, rare (requires attunement by [Artistry], [Divine Bestowal], [Devotion], [Occult Student], [Pact], [Unique Ancestry] or [World Magic])*

While holding this staff, you can use an action to expend 1 of its 10 charges to cast *Charm Person*, *Command*, or *Comprehend Languages* from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an Enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

**Staff of Fire**

*Staff, very rare (requires attunement by [Divine Bestowal], [Occult Student], [Pact], [Unique Ancestry] or [World Magic])*

You have resistance to fire damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *Burning Hands* (1 charge), *Fireball* (3 charges), or *Wall of Fire* (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

**Staff of Frost**

*Staff, very rare (requires attunement by [Divine Bestowal], [Occult Student], [Pact], [Unique Ancestry] or [World Magic])*

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Cone Of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall Of Ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

**Staff of Healing**

*Staff, rare (requires attunement by [Divine Bestowal], [Occult Student], [Pact], [Unique Ancestry] or [World Magic])*

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: *Cure Wounds* (1 charge per Spell level, up to 4th), *Lesser Restoration* (2 charges), or *Mass Cure Wounds* (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

**Staff of Power**

*Staff, very rare (requires attunement by [Divine Bestowal], [Occult Student], [Pact], [Unique Ancestry] or [World Magic])*

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 gain a +2 bonus to armor class, saving throws, and spell attack rolls.

The staff has 20 charges for the following  properties. The staff regains 2d8+4 expended

charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges.

***Power Strike***: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

***Spells***: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *Cone Of Cold* (5 charges), *Fireball* (5th-level version, 5 charges), *Globe Of Invulnerability* (6 charges), *Hold Monster* (5 charges), *Levitate* (2 charges), *Lightning Bolt* (5th-level version, 5 charges), *Magic Missile* (1 charge), *Ray Of Enfeeblement* (1 charge), or *Wall of Force* (5 charges).

***Retributive Strike***: You can use an action to break the staff over your knee or against a solid surface, performing a Retributive Strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 9 m radius sphere centered on it. You have a 50 percent chance to instantly travel to a random Realm, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16× the number of charges in the staff.

Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin     Damage

3 m away or closer         8 × the number of charges in the staff

3.1 to 6 m away         6 × the number of charges in the staff

6.1 to 9 m away         4 × the number of charges in the staff

**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.

**Staff of Swarming Insects**

*Staff, rare (requires attunement by [Divine Bestowal], [Occult Student], [Pact], [Unique Ancestry] or [World Magic])*

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 6 m 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 5 m/s disperses the swarm and ends the effect.

**Staff of the Magi**

*Staff, very rare (requires attunement by [Divine Bestowal], [Occult Student], [Pact], [Unique Ancestry] or [World Magic])*

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

The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges.

***Spell Absorption***: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).

***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 and spellcasting ability: *Conjure Elemental* (7 charges), *Dispel Magic* (3 charges), *Fireball* (7th‐‐level version, 7 charges), *Flaming Sphere* (2 charges), *Ice Storm* (4 charges), *Invisibility* (2 charges), *Knock* (2 charges), *Lightning Bolt* (7th level version, 7 charges), Passwall (5 charges), *Realm Shift* (7 charges),

The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 +2 charges.

***Power Strike***: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

***Spells***: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *Cone Of Cold* (5 charges), *Fireball* (5th‐‐level version, 5 charges), *Globe of Invulnerability* (6 charges), *Hold Monster* (5 charges), *Levitate* (2 charges), *Lightning Bolt* (5th‐‐level version, 5 charges), *Magic Missile* (1 charge), *Ray of Enfeeblement* (1 charge), or *Wall of Force* (5 charges).

***Retributive Strike***: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 9 m radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random Realm, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin     Damage

3 m away or closer         8 × the number of charges in the staff

3. 1 to 6 m away         6 × the number of charges in the staff

6.1 to 9 m away         4 × the number of charges in the staff

**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.

**Staff of the Woodlands**

*Staff, rare (requires attunement by [World Magic])*

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 Connection* (1 charge), *Awaken* (5 charges), *Barkskin* (2 charges), *Locate Animals Or Plants* (2 charges), *Beast Bond* (1 charge), or *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 12 m tall and has a 1 m diameter trunk, and its branches at the top spread out in a 4 m. 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.

**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 100 m. The target you hit must succeed on a DC 17 Vitality 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 1 m wide and 24 m 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 200 m. Each creature within 12 m of you (not including you) must make a DC 17 Vitality 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.

**Staff of Withering**

*Staff, rare (requires attunement by a [Divine Bestowal], [Devotion], [Pact or World Magic])*

This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Vitality saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Brawn or Vitality.

**Stone of Controlling Earth Elementals**

*Wondrous item, rare*

If the stone is touching the ground, you can use an action to speak its command word and summon an *earth elemental*, as if you had cast the *Conjure Elemental* spell. The stone can’t be used this way again until the next dawn. The stone weighs 2 kg.

**Stone of Good Luck (Luckstone)**

*Wondrous item, uncommon (requires attunement)*

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

**Sun Blade**

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

This item appears to be a sword 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 sword has the finesse property.

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 3 m radius and dim light for an additional 3 m. 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 1 m each, to a maximum of 6 m each or a minimum of 2 m each.

**Sword of Life Stealing**

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

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

**Sword of Sharpness**

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

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 4d6 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 2 m radius and dim light for an additional 2 m. Speaking the command word again or sheathing the sword puts out the light.

**Sword of Wounding**

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

Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Vitality saving throw, ending the effect of all

such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 1 m of it, can use an action to make a DC 15 Medicine (Cun) check, ending the effect of such wounds on it on a success.

**Talisman of the Sphere**

*Wondrous item, legendary (requires attunement)*

When you make an Occult (Int) 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 2 m plus a number of additional m equal to 10 × your Intelligence modifier.

**Tome of Clear Thought**

*Wondrous item, very rare*

If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

**Tome of Leadership and Influence**

*Wondrous item, very rare*

If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Manipulation score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

**Tome of Understanding**

*Wondrous item, very rare*

If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Cunning score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

**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.

**Universal Solvent**

*Wondrous item, legendary*

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square m of adhesive it touches, including *Sovereign Glue*.

**Vicious Weapon**

*Weapon (any), rare*

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.

**Vorpal Sword**

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

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.

**Wand of Binding**

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

This wand has 7 charges for the following properties. It 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.

***Spells***: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): *Hold Monster* (5 charges) or *Hold Person* (2 charges).

***Assisted Escape***: While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

**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 12 m, 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.

**Wand of Fear**

*Wand, rare (requires attunement)*

This wand has 7 charges for the following properties. It 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.

***Command***: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the *Command* spell (save DC 15).

***Cone of Fear***: While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 12 m cone of amber light. Each creature in the cone must succeed on a DC 15 Resolve saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you

as it can, and it can’t willingly move to a space within 6 m of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

**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.

**Wand of Lightning Bolts**

*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 *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.

**Wand of Magic Detection**

*Wand, uncommon*

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *Detect Magic* spell from it. The wand regains 1d3 expended charges daily at dawn.

**Wand of Magic Missiles**

*Wand, uncommon*

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.

**Wand of Paralysis**

*Wand, rare (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 cause a thin blue ray to streak from the tip toward a creature you can see within 12 m of you. The target must succeed on a DC 15 Vitality saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. 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.

**Wand of Polymorph**

*Wand, very rare (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 *Polymorph* 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.

**Wand of Secrets**

*Wand, uncommon*

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 6 m of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

**Wand of the War Mage, +1, +2, or +3**

*Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)*

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

**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.

**Wand of Wonder**

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

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 24 m of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in m, its range becomes 24 m if it isn’t already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. 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 dust and is destroyed.

d100         Effect

01–05         You cast *Slow.*

06–10         You cast *Faerie Fire*.

11–15         You are stunned until the start of your next turn, believing something

awesome just happened.

16–20         You cast *Gust Of Wind*.

21–25         You cast Detect Thoughts on the target you chose. If you didn’t target

creature, you instead take 1d6 psychic damage.

26–30         You cast *Stinking Cloud*.

31–33         Heavy rain falls in a 12 m radius centered on the target. The area becomes

lightly obscured. The rain falls until the start of your next turn.

34–36         An animal appears in the unoccupied space nearest the target. The animal

isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a *rhinoceros* appears; on a 26–50, an *elephant* appears; and on a 51–100, a *rat* appears.

37–46         You cast Lightning Bolt.

47–49         A cloud of 600 oversized butterflies fills a 6 m radius centered on the target.

The area becomes heavily obscured. The butterflies remain for 10 minutes.

50–53         You enlarge the target as if you had cast *Enlarge/Reduce*. If the target can’t

be affected by that spell, or if you didn’t target a creature, you become the target.

54–58         You cast Darkness.

59–62         Grass grows on the ground in a 12 m radius centered on the target. If grass is

already there, it grows to ten times its normal size and remains overgrown for 1 minute.

63–65         An object of the GM’s choice disappears into the Ethereal Plane. The object

must be neither worn nor carried, within 24 m of the target, and no larger than 2 m in any dimension.

66–69         You shrink yourself as if you had cast *Enlarge/Reduce* on yourself.

70–79         You cast *Fireball*.

80–84         You cast *Invisibility* on yourself.

85–87         Leaves grow from the target. If you chose a point in space as the target,

leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

88–90         A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a

line 6 m long and 1 m wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.

91–95         A burst of colorful shimmering light extends from you in a 6 m radius. You

and each creature in the area that can see must succeed on a DC 15 Vitality saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

96–97         The target’s skin turns bright blue for 1d10 days. If you chose a point in space,

the creature nearest to that point is affected.

98–00         If you targeted a creature, it must make a DC 15 Vitality saving throw. If you

didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the *Greater Restoration* spell or similar magic.

**Weapon, +1, +2, or +3**

*Weapon (any), uncommon (+1), rare (+2), or very rare (+3)*

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.

**Well of Many Worlds**

*Wondrous item, legendary*

This cloth is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 2 m in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another Realm or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once the Well Of Many Worlds has opened a portal, it can’t do so again for 1d8 hours.

**Wind Fan**

*Wondrous item, uncommon*

While holding this fan, you can use an action to cast the *Gust Of Wind* spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

**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 6 m per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.

**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 12 m. When they disappear, you can’t use them again for 1d12 hours.

#### **Sentient Magic Items**

Some magic items possess sentience and personality. Such an item might be possessed by a willful Soul or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, dreams and flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient. Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

##### ***Creating Sentient Magic Items***

When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.

***Abilities***

A sentient magic item has mental and social Ability Scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.

***Communication***

A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

d100 Communication

01–60         The item communicates by transmitting emotion to the creature carrying or

wielding it.

61–90         The item can speak, read, and understand one or more languages.

91–00         The item can speak, read, and understand one or more languages. In

in addition, the item can communicate telepathically with any character that carries or wields it.

**Senses**

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

d4 Senses

1         Hearing and normal vision out to 6 m.

2         Hearing and normal vision out to 12 m

3         Hearing and normal vision out to 24 m.

4         Hearing and darkvision out to 24 m.

**Special Purpose**

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

d10 Purpose

1     Aligned: The item seeks to defeat or destroy those of a particular faction

2     Bane: The item seeks to defeat or destroy creatures of a particular kind, such as

fiends, shapechangers, trolls, or World magicians.

3     Protector: The item seeks to defend a particular race or kind of creature, such as

elves or those afflicted with [Divine Bestowal].

4     Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular

deity.

5     Templar: The item seeks to defend the servants and interests of a particular deity.

6     Destroyer: The item craves destruction and goads its user to fight arbitrarily.

7     Glory Seeker: The item seeks renown as the greatest magic item in the world, by

establishing its user as a famous or notorious figure.

8     Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a

secret, or unravel a cryptic prophecy.

9     Destiny Seeker: The item is convinced that it and its wielder have key roles to play in

future events.

10     Creator Seeker: The item seeks its creator and wants to understand why it was

created.

**Conflict**

A sentient item has a will of its own, shaped by its personality and goals. If its wielder acts in a manner opposed to the item’s personality or purpose, conflict can arise. When such a conflict occurs, the item makes a Presence check contested by the wielder’s Presence check. If the item wins the contest, it makes one or more of the following demands:

* The item insists on being carried or worn at all times.
* The item demands that its wielder dispose of anything the item finds repugnant.
* The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
* The item demands to be given to someone else. If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:
* Make it impossible for its wielder to attune to it.
* Suppress one or more of its activated properties.
* Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Composure saving throw, with a DC equal to 12 + the item’s Resolve modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

#### ***Soul Gems***

These clear crystals, named Ya’ami, were one of Ya’ammu’s, the dead Enneade of magic and sacrifice, creations in the Age of Genesis. Ya’ami crystals have extraordinary capabilities of trapping Potency within their matrix, creating patches of swirling color within the otherwise clear rock. Natural crystals in the wild are able to draw Souls in their vicinity and hold them within for about 7 days.

Researchers of magic later discovered that the crystal could be permanently induced with Potency by chiseling a Soul Mark pattern on it and sacrificing Souls to it, just like how a spellcaster would gain their abilities. If successful, these crystals are renamed Soul Gems, increasing their capacity of Soul storage. Souls captured within are trapped for as long as the Soul Gem remains intact.

These crystals can be found randomly within Realms’ crusts but are generally as rare as adamantium. The Ya’ami crystal can be found with different purities. The purer the crystal is, the rarer and stronger it is. Besides the magical mastery needed to create a Soul Gem, as mentioned above, Potency must be consumed to transform the crystal into a Soul Gem.

Souls required to create a Soul Gem

Gem            Total Potency        Minimum Soul Power

Murky            2 Potency        The Soul Consumed must be Potency 2

Blemished        4 Potency        1 Soul of at least Potency

Fair            6 Potency        1 Soul of at least Potency

Flawless        8 Potency        1 Soul of at least Potency

Immaculate        10 Potency        1 Soul of at least Potency

*Just like a seashell, when holding a Soul Gem with Souls within it up to the ear, sometimes a strong and willful soul within can whisper words, broken sentences, or roar.*

**Murky Soul Gem**

*Wondrous item, Common*

This Ya’ami crystal is clouded in impurities. This crystal can store at maximum 2 Potency and no single Soul may be of a higher Potency than 1.

**Blemished Soul Gem**

*Wondrous item, Uncommon*

This Ya’ami crystal is like an inverted night sky, full of small black stars within. This crystal can store at a maximum of 5 Potency and no single Soul may be of a Potency level than 2.

**Fair Soul Gem**

*Wondrous item, Rare*

This Ya’ami crystal possesses a few specks of impurities. This crystal can store at a maximum of 10 Potency and no single Soul may be of a higher Potency than 3.

**Flawless Soul Gem**

*Wondrous item, Very Rare*

This Ya’ami crystal’s impurities are too small to see with the naked eye. This crystal can store at maximum 15 Potency and no single Soul may be of a higher Potency than 4.

**Immaculate Soul Gem**

*Wondrous item, Legendary*

This Ya’ami crystal’ is completely pure. This crystal can store at maximum 20 Potency and has no Potency limit of Souls it can store.