Items of Lore

Acolyte's Metatext

Wondrous Item

Uncommon requires attunement by a cleric of Emone Requires Attunement

Whenever the bearer writes with the quill, anything written also appears in the tome, regardless of the distance or location of the quill and writer from the tome. Also, the bearer of the quill is able to accurately transcribe any text seen into the tome, though they do not automatically understand the writing. Finally, the bearer gains advantage on any History (Intelligence) skill check that they make while in possession of the Metatext.

The Acolyte’s Metatext consists of a quill and a large, somewhat unwieldy leather bound tome.


Weight: 2

Auntie Toadstool's Staff

Weapon

Rare Requires attunement by a warlock Requires Attunement

You have a +2 bonus to attack and damage rolls made with this magic weapon.   When the weapon is attuned to a warlock, this quarterstaff has the following additional properties:
A Little Sugar. You have a +2 to attack and damage rolls with any spells that you cast. You spell save DC is also increased by +2.
Sugar Plum Fairies. Whenever a spell of yours brings an opponent to 0 hit points or lower, the spell does not expend a slot.
  Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Made of ash colored wood, this staff curls into rotting finger like branches that eminate a soft green glow–a lingering magical essence from the Feywild.

Type Damage Damage Range
Simple Melee 1d6+2 / 1d8+2 (versatile) Bludgeoning


Weight: 4

Autumn's Dance

Weapon

Rare Requires Attunement

You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon glows when attuned, illuminating a 5 foot radius with light and an additional 5 feet with dim light.   As a Bonus Action you can cast Misty Step, disappearing in a cloud of autumn leaves and teleport up to 30 feet to an unoccupied space you can see.   Once you use this feature, you cannot use it again until the next dawn.   Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Forged with silver moonlight under the guidance of Thiulla, this silver blade is engraved with beautiful autumn leaves.

Type Damage Damage Range
Martial Melee 1d8+1 / 1d10+1 (versatile) Slashing


Weight: 3

Braided Staff

Weapon

Uncommon

This staff grants the wielder +1 to hit and +1 to damage.   Also, as a bonus action, the wielder can say a command word to have the staff illuminate as if affected by a light spell (bright light in a 20-foot radius, and dim light for an additional 20-feet). As a bonus action, the wielder can say a command word to stop the staff from illuminating.   Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Simple Melee 1d6+1 / 1d8+1 (versatile) Bludgeoning


Weight: 3

Breastplate of Absorption

Armor (Medium)

Rare

You have a +1 bonus to AC while wearing this armor.   When attuned to this breastplate, you gain spell absorption. If a spell is cast with an area effect that includes you, the armor absorbs the spell and holds it instead. Anyone in the effect of the spell at this time does not take damage or effects of the spell. The spell is only held until the end of your next turn, when it is released. You are still affected by the spell when it is released, making a saving throw and/or taking any damage dealt by the spell. When released, any area of effect spell that affects a radius, diameter, or cubic area is triggered with you as the center. Any area of effect spell that affects a cone or line, is released in a random direction with you as its origin and you taking damage as if you were struck by the spell.   The breastplate can only hold one spell at a time. If you are struck by a second area of effect spell before the end of your next turn after absorbing the first, the breastplate has no effect on the spell.

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

Type AC STR Req. Stealth Dis.
Medium 14 No


Weight: 20

Brimstone Cloak

Wondrous Item

Uncommon

This cloak allows the bearer to use a bonus action to activate the cloak, causing the strong scent of brimstone and sulfur to emit from the cloak, forcing anyone within 5 feet of the bearer to make a DC 14 CON saving throw or make their next attack at disadvantage. This effect does not affect the bearer, Tieflings, fiend (Devils), fiend (Demons), constructs, oozes, and undead. Furthermore, any creature swallowing the bearer must make a DC 18 CON saving throw or immediately regurgitate the bearer.


Weight: 2

Brineheart's Coat

Armor (Light)

Rare

Wearing this frock coat gives the wearer an armor class of 12, plus their Dexterity modifier.   Bottom Feeder. While attuned to this coat, you can breathe underwater and your movement speed is not halved when swimming. Additionally, you may expend all of your movement to ascend or descend 90 ft. in a straight vertical line underwater.   Part of Your World. When you are underwater, you have advantage on all Stealth checks as the organic parts of this coat obscure you lightly from vision.

This dark heavy leather pirate’s frock is covered in coral, shells, barnacles, and other flotsom from the sea.

Type AC STR Req. Stealth Dis.
Light 12 No


Broom of Track Removal

Wondrous Item

Uncommon

When this broom is swept behind by you, your tracks disappear and anyone tracking you does so with disadvantage to their roll.


Weight: 2

Call of the Hunt

Wondrous Item

Uncommon Requires Attunement

As a bonus action on your turn, you can sound the Call of the Hunt. When the horn sounds, it is answered by the barks and howls of hunting dogs in the distance. Any allied creatures other than yourself within 60 feet who can hear you are inspired as you seem to borrow the mantle of the Wild Hunt. Each creature gains one inspiration die, a d6.   Once within the next 10 minutes, a creature with an inspiration die can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.   Furthermore, as long as a creature holds their inspiration die, they are immune to the frightened condition.


Weight: 2

Clasp of the Raven

Wondrous Item

Uncommon

Once per long rest, the bearer may use an action to transform this clasp into a magical raven that can deliver a message of 20 words or fewer to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its clasp form. If the bird should die en route, it reverts to its amulet form and unattunes from the bearer.


Weight: 1

Cloak of Dryness

Adventuring Gear

Uncommon

While wearing this cloak underwater, the wearer can breathe underwater. Furthermore, upon exiting the water, the wearer and all of their items will be dry.

This fine garment is made of a dark green woolen cloth with gold thread patterned along the edges.


Weight: 2

Cloak of Escape

Wondrous Item

Rare Requires Attunement

As a bonus action, when the wearer of this cloak touches a humanoid creature (not with a weapon attack), you can expel a charge from the cloak to create an illusion to make yourself look like the creature touched and make them look like you. The creature touched is able to make a Charisma save DC 14 to avoid the effect. If the creature makes its save, they do not take on the appearance of the wearer, but the wearer still takes on their appearance. The transformation lasts for 1 minute and the limits of the transformation are equivalent to the Disguise Self spell. The cape has three charges that all refresh at dawn.

This cape is non-descript and relatively mundane and ordinary in appearance. However, it offers a number of powerful magics to anyone attuned to it, allowing for the wearer to escape more easily in crowded settings.


Weight: 2

Cloak of the Decomposer

Wondrous Item

Uncommon requires attunement by a circle of spores druid Requires Attunement

Wisdom (Perception) checks to see you in natural settings have disadvantage (or -5 to Passive Perception). Also, once per Long Rest as a Ritual, you may summon a Myconid Sprout from one of the mushrooms growing on the cloak. The Sprout acts as a familiar as described in the wizard spell, Find Familiar. Only one Myconid Sprout may be active at a time.


Weight: 5

Cloak of the Nords

Wondrous Item

Uncommon

The wearer of this cloak gains resistance to cold.

This warm cloak is made from the hide and fur of various animals.


Weight: 2

Cloak of the Tradewinds

Wondrous Item

Uncommon Requires Attunement

When attuned and wearing this cloak, the bearer moves swifter with the wind, allowing them to add an additional 10 ft. onto their movement rate while outdoors. Also, the bearer can shift the winds around them, causing anyone tracking them with a Wisdom (Survival) check while using scent as their primary tracking method to check with either advantage or disadvantage (bearer's choice). Finally, as a bonus action, the bearer can make the cape flow dramatically in the wind, giving them advantage on all Charisma (Intimidation) checks.


Weight: 2

Cold-Forged Iron Dagger

Weapon

Common

The dagger is not magical, and has the following properties.   Brittle. The dagger shatters after three critically failed attack rolls with this weapon. Additionally, the weapon has a -1 damage penalty (to a minimum of 1 damage) when used against creatures other than werebears.   Werebear-bane. The dagger deals two extra dice of its damage when you hit a werebear with it. Additionally, it scores a critical hit on a roll of 19 or 20. This attack ignores a werebear’s immunity to damage dealt by non-silvered, nonmagical attacks.   Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This dagger appears more brittle than most daggers because it was cold-forged, a process that is both long and arduous.

Type Damage Damage Range
Simple Melee 1d4-1 / (3d4 versus werebear) Piercing 20/60


Weight: 1

Control Wand

Wand

Rare Requires Attunement

The control wand can cast Dominate Monster up to three times per day, however, the spell only affects Driders and spiders (including phase spiders).


Weight: 1

Crescent Moon Axe

Weapon

Rare Requires Attunement

You gain a +1 bonus to attack and damage rolls made with this magic weapon.   This magic weapon has 3 charges. While holding it, you can use a bonus action to expend a charge or charges to call upon one of the following phases of the moon:   New Moon (2 charges): The Crescent Moon Axe casts Darkness at 2nd level centered on itself. The Darkness fills a 15-foot-radius sphere for the duration of 10 minutes.
Half Moon (1 charge): The wielder can cast Compel Duel at 1st level with a range of 30 feet.
Full Moon (1 charge): The Crescent Moon Axe casts Light as a cantrip centered on itself. The light sheds a bright light in a 20-foot-radius and dim light for an additional 20 feet. Furthermore, any creature within the bright or dim light radius treats the light as if it is a full moon regardless of the actual moon phase.   The Crescent Moon Axe regains 1d3-1 expended charges daily at dusk.   Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This large great axe has a blade with a curved edge resembling the convex curve of a crescent moon. Etched within its white steel blade are symbols of the new moon, half moon, and full moon.

Type Damage Damage Range
Martial Melee 1d12+1 Slashing


Weight: 7

Darkslayer

Weapon

Rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.   When in dim or no light, the attuned wielder has advantage on stealth and perception checks, and gains Tremorsense in a 60 foot radius.   Immediately after taking damage, the attuned wielder can use a reaction to magically become invisible until the end of their next turn or until they attack, deal damage, or force someone to make a saving throw. Once this ability is used, it cannot be used again until the wielder completes a long rest.   Furthermore, while attuned to the weapon, the wielder can cast both Hunter's Mark and Longstrider once per long rest.   Proficiency with a War Pick allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Melee 1d8+2 Piercing


Weight: 2

Dirge

Weapon

Rare requires attunement by a bard Requires Attunement

You have a +2 bonus to attack and damage rolls made with this magic weapon.   When the weapon is attuned to a bard, Dirge has the following additional properties:   Lycidas. When you enter combat, you can spend a Bardic Inspiration to have yourself and 4 others of your choosing within 30 feet of you to gain advantage on initiative.   Requiem. When you roll a 19 or 20 to hit while using this weapon, you regain one of your spent Bardic Inspirations. This cannot exceed your maximum number of Bardic Inspirations.   Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This rapier’s blade is a solid black steel with the hand guard crafted from gold. Carved along the hand guard are the words “Death is nothing, but to live defeated and inglorious is to die daily.”

Type Damage Damage Range
Martial Melee 1d8+2 Piercing


Weight: 2

Drinking Horn

Wondrous Item

Uncommon

Upon uttering the runes, the horn fills with mead of beer, as the owner chooses. It remains filled, but not overflowing, no matter how much is drunk, until the owner gives the command again, at which point the drinking horn can be emptied as a normal cup. After 30 gallons of mead and/or beer are created, the drinking horn cannot create anymore alcohol until the next day.

A fine-looking drinking horn with silver work around the time. Rhythm runes are etched on the inside of the horn.


Weight: 2

Drow Slave Collar

Wondrous Item

Uncommon Requires Attunement

Each collar is also enchanted with a slight divination effect to locate the wearer. The creature who puts the Drow Slave Collar onto another creature knows the general direction and distance (i.e. north, a few hundred feet) of the wearer. To remove the collar from yourself, you must succeed on either a DC 20 Sleight of Hand or a DC 25 Strength check.

A steel collar with its inner band lined with tiny iron spikes, made to catch onto a prisoner’s skin, causing constant pain and making it much more difficult to forcefully remove.


Weight: 3

Elder's Metatext

Wondrous Item

Rare requires attunement by a cleric of Emone Requires Attunement

The Acolyte’s Metatext consists of a quill and a large, somewhat unwieldy leather bound tome. Whenever the bearer writes with the quill, anything written also appears in the tome, regardless of the distance or location of the quill and writer from the tome. Also, the bearer of the quill is able to accurately transcribe any text seen into the tome, though they do not automatically understand the writing.   The bearer gains proficiency in History, or if they already have proficiency, they gain expertise in History. The attuned bearer also gains advantage on any History (Intelligence) skill check that they make while in possession of the Metatext.   When attuned to the Metatext, the bearer can expend a use of Channel Divinity to know all languages, written and spoken for 10 minutes.   Furthermore, whenever the attuned bearer uses Channel Divinity for any use, they gain foreknowledge of the immediate future and for 1 minute after the use, the first attack made against them is made at disadvantage.   The attuned bearer gains Message as a Cantrip and also may cast Identify, Borrowed Knowledge, and Sending once per long rest.


Weight: 3

Elk Horn

Wondrous Item

Uncommon

This sounding horn summons a Fey Elk mount as per the Find Steed spell. The Elk has the stats of a normal elk, but with the creature type being Fey and it has an intelligence of 6. The Elk disappears if dismissed or reduced to 0 hit points. Only one Elk Mount may be summoned at a time and once dismissed or slain, another Elk cannot be summoned until a long rest.


Weight: 2

Empowered Cloak of the Decomposer

Wondrous Item

Rare

Wisdom (Perception) checks to see you in natural settings have disadvantage (or -5 to Passive Perception). Also, once per Long Rest as a Ritual, you may summon a Myconid Sprout from one of the mushrooms growing on the cloak. The Sprout acts as a familiar as described in the wizard spell, Find Familiar. Only one Myconid Sprout may be active at a time.   Furthermore, the wearer becomes poisonous. Any successful bite attack against the attuned wearer requires the attacker to make a DC 16 CON save or gain the Poisoned condition for one hour and take 2d6 poison damage. Any creature that succeeds on a swallow attack on the attuned wearer must make a DC 20 CON save or immediately expel the wearer.   The attuned wearer gains resistance to Poison damage and advantage on any poison saves.   The attuned wearer can use the spores of the cloak to create animating spores (1/long rest). The wearer targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4+1 weeks or until destroyed, and it can’t be animated again in this way. Only one creature may be animated by the wearer at a time.   Finally, the attuned wearer can use their wild shape ability to change into a Plant type creature of the appropriate challenge rating.


Weight: 5

Feather of Morganos

Wondrous Item

Uncommon

The bearer of this feather can call forth a Spirit Raven. The raven has the same statistics as a normal raven and always obey’s the bearer’s commands, which they can give telepathically while it is within 100 feet. While the raven is perched on the bearer’s shoulder, they gain advantage to Wisdom (Perception) checks. Further, once per long rest, the raven can “drink” the eye of a dead creature (provided its eye is still intact) and the bearer can make a DC 12 WIS saving throw, on a successful save, the bearer can see the last few moments of the creature’s eyes just before they died, but take 1d6 psychic damage on a failed save. The raven vanishes when it dies, you die, or if the two of you are separated by more than 5 miles. At the end of a long rest, you can call the raven back to you--no matter where it is or whether it died--and it reappears within 5 feet of you.


Fey Coin

Wondrous Item

Uncommon

This silver coin has a non-detection spell bound to it, hiding its magical properties from any detection spells. When this coin is flipped by any creature with the fey creature type, the Fey Ancestry trait (such as Elves, and Half-Elves), the Fey Bargain trait, the Touched by the Fey background, or Feylost background, the coin will always land on heads. If this coin is flipped by any creature not meeting any of those parameters, it will flip as a normal coin (50% chance to land on heads and 50% chance to land on tails).

This silver piece coin seems mundane, but the nation it was the currency for is unknown. One side depicts a dragon's head and the other side depicts the tail of the dragon.


Flickerflash

Weapon

Rare

You have a +1 bonus to attack and damage rolls made with this magic weapon.   While this weapon is attuned, you can move up to half of your movement before initiative is rolled. Furthermore, before a strike you may determine if Flickerflash's damage type will be Piercing or Lightning damage. The attuned wielder gains resistance to lightning damage.   Furthermore, the attuned wielder may cast Misty Step as a Bonus Action. Once this property is used, it cannot be used again until after a long rest.   Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This rapier is of obvious Elvish design and craft, with its name written in Old Elven along the base of the rapier's thin blade.

Type Damage Damage Range
Martial Melee 1d8+1 Piercing


Weight: 2

Gáe Bulg

Weapon

Legendary Requires Attunement

You have a +3 bonus to attack and damage rolls made with this magic weapon.   30 Barbs. When Gáe Bulg strikes an opponent, they must make a DC 15 DEX Save. Nothing happens if the save is made. However, if the save is failed, Gáe Bulg is imbedded into the target and 30 barbs open and extend inside the creature. The impaled creature cannot heal naturally or magically until Gáe Bulg is removed. Removing Gáe Bulg takes an action, which can be done by an opponent. When Gáe Bulg is removed it causes 10d6 damage to the creature it was impaled within.   The 30 barbs effect can only be used once per long rest, and to refresh the charge a ritual must be performed with Gáe Bulg being submerged under water.   Proficiency with a Spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Gáe Bulg (translated: Belly Spear) was made from the bone of a sea monster, the Curruid, that had died while fighting the glamoured form of the Leviathan.

Type Damage Damage Range
Simple Melee 1d6+3 / 1d8+3 (versatile) Piercing 20/60


Weight: 5

Glaive of Eagerness

Weapon

Rare Requires Attunement

You have a +1 bonus to attack and damage rolls made with this magic weapon.   This weapon gives you advantage to your initiative rolls and you cannot be surprised. Further, because of its swiftness, it is considered a martial weapon for the purposes of the Interception Fighting Style.   While wielding the glaive, other creatures provoke an opportunity attack from you when they enter the reach you have with the weapon.   Proficiency with a Glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This glaive is set upon a pole of six feet and has a curved blade at its end, weilding it the user can feel the eagerness of the blade to enter battle.

Type Damage Damage Range
Martial Melee 1d10+1 Slashing Reach


Weight: 6

Gleipnir

Wondrous Item

Rare

This coil of 50-foot hempen rope has AC 20 and 50 hit points. It regains 1 hit point every round as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Unbreakable rope, Gleipnir was supposedly forged from the noise of a cat’s footfall, a woman’s beard, mountain roots, the sinews of a bear, a fish’s breath, and the spittle of a bird.


Weight: 5

Grappler Gauntlet

Wondrous Item

Very Rare

When attuned, the wearer can use a bonus action to point the gauntlet at a spot where they wish to grapple within at straight line at a distance of up to 100 feet. The hook on the rope will shoot in that direction and successfully grapple onto a surface. The rope will then retract, pulling the wearer to the location, automatically Disengaging any opponents currently engaged with the wearer in melee. Upon arriving at the location, the wearer must make an Acrobatics check (DC = 1/every 5 ft. travelled) in order to not arrive at the location prone.   Alternatively, the wearer use a bonus action to point the gauntlet at an object of Tiny size or smaller and no more than 20 lbs. within 100 feet. That object is then pulled to the wearer's grasp. If the object is being held by another, the grappling hook is removed and returned to the gauntlet if the holder succeeds on a DC 15 Athletics check.   The Grappler Gauntlet can be used 3 times per long rest.

The Grappler Gauntlet is a finely crafted leather gauntlet with an enchanted grapple and rope.


Weight: 2

Greater Pifwafwi

Wondrous Item

Rare

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Furthermore, the wearer has resistance to fire while the attuned cloak is worn.   This cloak will deteriorate within 1 hour of exposure to sunlight.

This dark cloak has silver spider-like web work lacing the edges of it.


Weight: 5

Grudgetaker

Weapon

Rare

You have a +1 bonus to attack and damage rolls made with this magic weapon.   When attuned to this weapon the bearer can will a nemesis for the weapon by spending 10 minutes in concentration, thinking of a target creature you are familiar with. Attacks from this weapon deal and additional 2d6 psychic damage against the target. The nemesis cannot be changed until they are dead or destroyed. After the death of a nemesis a new one cannot be named for one week.   Bonebreaker. If the d20 roll for an attack with this weapon is a 19 or 20, you can force the creature that suffers damage from this weapon to make a DC 14 Constitution saving throw, in addition to any damage caused. On a failed save, its movement speed is halved until the creature either is healed by a spell or ability, or completes a long rest.   Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This large, two-handed maul is crafted by dwarven hand and is wrought from white steel and the large head of the hammer is crafted to look like the head of an armored ram with gold horns curling back, and gold spikes on the ram's head's barding. The staff of the maul is wrapped in thick leather bands and the Dwarven runes for the name Boradrak are carved into the base of the staff and the runes reading "Grudgetaker" are carved into the head of the maul.

Type Damage Damage Range
Martial Melee 2d6+1 Bludgeoning


Weight: 10

Handaxes of Scaling (2)

Weapon

Uncommon Requires Attunement

These two handaxes are attuned as a pair. When wielding both handaxes, the bearer has advantage on all rolls to climb while using the axes. In addition, these axes have a superior gripping surface on their handle and are impossible to let go of against the wielder’s own will (or unconsciousness).   Proficiency with a Handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Simple Melee 1d6 Slashing 20/60


Weight: 2

Hellstring Lute

Wondrous Item

Very Rare requires attunement by a bard Requires Attunement

Displacement. Since the sound from the lute can be displaced to seem to come from another location, increasing the range of your Bardic Inspiration to 120 feet. Furthermore when you are attacked, but before the attack role is made, you may use a reaction to spend a Bardic Inspiration in order to make the attack roll on you at disadvantage as you shimmer and seem to be displaced.   Fascinating Performance. When you perform for at least one minute, you may use a Bardic Inspiration to choose one creature within 30 feet of you that can hear you and have advantage on the next Charisma (Deception, Intimidation, Persuasion) check you make against the affected target.   Melody of Contingency. You can cast a spell into the lute and the lute will store the spell inside of it, placing a contingency in which the spell will be released. The spell slot is used up normally, but the effect of the spell is delayed. The lute can store a spell inside of it indefinitely. When the contingency is met, the spell is immediately released taking its effect. The release of the spell by contingency is automatic and does not cost an action. A spell whose range is touch, must be released by a contingency that includes touch (such as ‘When I touch an undead creature’). Any ranged spell can have its target chosen when it is released by contingency (such as, ‘When I say fire‘, you may then select the target). When a spell is released by contingency, it does not cast as a spell cast by you for the purposes of actions or casting additional spells in the same round. Any spell within the lute can be released without contingency using an action.   Displacer Tentacles. While playing the lute, you may use an action to create two shadowy tentacles that extend from your back and may make an attack with each tentacle (for one action). The tentacles are considered finesse melee weapons and use your attack bonuses. The reach of the tentacles is 10 feet and if hit, a tentacle causes 1d6 + Str or Dex modifier bludgeoning damage plus 1d6 piercing damage.

This teardrop shaped lute is crafted from a fine rosewood and the strings are made of catgut from a displacer beast causing the strings to shimmer and almost seem out of place, making it impossible to correctly play the instrument without being attuned to it. When played the music seems to come from all around the performer rather than simply coming from the lute.


Weight: 5

Helm of Rohrith

Wondrous Item

Uncommon

This golden helmet is etched with the image of a Dwarven god standing above an anvil, striking a sword into existence. It was worn by the great Dwarven captain Rohrith, considered an excellent leader and beloved by his men. Once per long rest, the wearer can select a friendly creature and give them advantage on their next attack roll.


Weight: 2

Helmsman's Tricorn

Wondrous Item

Uncommon

While wearing this tricorn hat, you always know what direction north is.

This leather tricorn hat is decorated with coral along its edges.


Weight: 1

Hide Armor of the Bear

Armor (Medium)

Uncommon

The wearer can detect and distinguish scents like a bear and gains advantage on Wisdom (Perceptions) checks that use smell. This armor grants the wearer a +1 to Armor Class.   Once per short rest, the bearer can take a reaction to redirect a melee attack that was on another person within 5 feet target him instead. The reaction can be made after the attack roll to hit is made, but must be declared before damage is rolled.   Furthermore, the attuned wearer gains proficiency in Intimidation (or expertise if they already have proficiency) and gain advantage on all intimidation rolls. The attuned wearer also gains proficiency in Athletics (or expertise if they already have proficiency) and gain advantage on all athletics climbing rolls.

This crude armor consists of thick furs and pelts.

Type AC STR Req. Stealth Dis.
Medium 12 No


Weight: 12

Insignia of House Teken'Duis

Wondrous Item

Rare requires attunement by an elder member of House Teken'Duis casting a Ceremony spell Requires Attunement

Each Insignia is crafted with a specific 1st level spell imbedded in the item, allowing the attuned wearer to cast the spell once/day as a bonus action. The spell put within the Insignia can be of any caster type, but the target of the spell can only be the brooch's wearer. If this item is attuned without the aid of an elder member of House Teken'Duis's ceremony, the attempt automatically fails and the person attempting immediately takes 10d6 psychic damage (Wisdom save DC 17 to take half).

This small dulled silver brooch is in the shape of a spider whose back bears the sigil of House Teken' Duis. These brooches are worn by members of House Teken'Duis and are, on occasion, given to allies of the House, allowing them passage through their holdings. This brooch can only be attuned by an elder member of House Teken'Duis and the use of a ceremony spell, and attunement allows elder members of House Teken'Duis know where the brooch is at all times.


Weight: 1

Key of the World Tree

Wondrous Item

Very Rare Requires Attunement

You whisper a specific location to the key as an action. From that moment on, while opening a door, you can expend one of the key’s 4 charges as an action and transform the door to a portal that leads to the whispered location for 2 turns. You can hold the portal open for another 2 turns by expending another charge. You can change the whispered location once per month, and the key regains one expended charge at the end of every week.

This is a wooden key made of a branch of the World Tree, Yggdrasil. Just as Ygdrasil’s branches lead to different realms, this key opens doors to different locations.


Weight: 1

Leather Armor of Teeth

Armor (Light)

Uncommon

Whenever a creature begins their turn grappling or being grappled by the wearer, they take 1d4 piercing damage as small spikes protrude from the armor.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 11 No


Weight: 10

Lots of Portent

Wondrous Item

Uncommon

When you cast the lots before you, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way once per turn.   Each foretelling can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

A small leather satchel with a draw string that contains seven wooden sticks of different sizes and of different woods. The lots are made from oak, ash, apple, hazel, alder, elder, and yew trees. By casting the lots onto the ground before you, you can divine into the future.


Weight: 1

Make-up Bag of Holding

Wondrous Item

Rare

This magical container holds a large number of magical as well as mundane makeups. Any of the mundane makeups may be taken from the bag freely. However, the bag has 5 charges and a charge can be used to take one of the magical makeups from the bag. The bag recovers 1d4 charges at dawn.   Each makeup taken from the bag takes one minute to apply and, unless otherwise noted, has one use. These makeups can be used on any willing person. A person can only be affected by one of each type of makeup at a time, for example, you may not be under the effects of two eyeliners at the same time. Any makeup that provides the effects of a spell has the same duration and restrictions as the spell (such as requiring concentration). The following makeups can be taken from the bag:   True Concealer. While this concealer is applied to your face, Insight checks made against you have disadvantage and you have advantage on all saving throws against magical spells that can sense your emotions or read your thoughts. These effects last for 8 hours.   Blending Concealer. While this concealer is applied to your face, you gain the effects of Pass without Trace.   Berserker’s Eyeliner. When this eyeliner is applied around your eyes you have advantage on Intimidation checks against creatures that can see you. This effect lasts for 8 hours.   Nightliner (Eyeliner). When this eyeliner is applied around your eyes you gain Dark Vision up to 60 feet. This effect lasts for 8 hours.   Magister’s Eyeliner. When this eyeliner is applied around your eyes, you gain the effects of Detect Magic.   Ethereal Silver Eyeliner. When this eyeliner is applied around your eyes, you gain the effects of See Invisibility.   Green Lipstick. When this lipstick is applied to your lips, you can speak and understand one additional language of your choice language. This effect lasts for 8 hours.   Red Lipstick. When this lipstick is applied to your lips, you may kiss one object, leaving the lipstick markings on the object that then gain the effect of Magic Mouth.   Pink Lipstick. When this lipstick is applied to your lips, your spell save DC for spells of the enchantment school are increased by +2. This effect lasts for 8 hours.   Black Lipstick. When this lipstick is applied to your lips, you gain the effects of Speak with Dead.   Clear Nail Polish. When this nail polish is applied to your fingernails, you gain the effects of Mage Hand.   Rage Red Nail Polish. When this nail polish is applied to your fingernails, you may use a bonus action to raise your middle finger to a creature and cast Compelled Duel. This effect is gone after one use, or 8 hours have passed.   Green Nail Polish. When this nail polish is applied to your fingernails, you make any Athletics or Acrobatics checks pertaining to climbing with advantage. This effect lasts for 8 hours.   Nail Strengthener (Nail Polish). When this nail polish is applied to your fingernails, your unarmed attacks are at +1 to hit and damage and cause slashing damage. This effect lasts for 8 hours.   Kaolin Soap. When used during a bath during a short rest, you regain the full amount of health from any hit used during the short rest. Only one soap may be used per short rest.   Gassoul Clay Soap. When used during a bath during a short rest, you regain 1d4 levels of spent spells. Only one soap may be used per short rest.   Yellow Clay Soap. When used during a bath during a short rest, you remove all scent from your body. For the next 8 hours, any creature that uses scent while tracking makes its [spell]Survival[/skill] checks to track you with disadvantage.   Soothing Bubble Bath (Soap). When added to a pool of water (no larger than bath sized), it forms relaxing bubbles. Anyone bathing in the bubble bath during a short rest recovers a level of Exhaustion. Only one soap may be used per short rest.

This small pink leather pouch has buttoned top and a pink leather strap for a handle. The initials AH have been bedazzled onto the outside of the bag.


Weight: 5

Mortar and Pestle of Flying

Wondrous Item

Uncommon

This granite mortar and pestle appear mundane and radiate no detectable magic until three different lycanthrope teeth are grinded by it. Once that happens, it transforms into the Mortar and Pestle of Flying.   When commanded, the mortar and pestle grow in size so that up to three people can sit inside the bowl of the pestle. The mortar and pestle can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds.   You can send the mortar and pestle to travel alone to a destination within one mile of you if you speak the command word, name the location, and are familiar with that place. The mortar and pestle comes back to you when you speak another command word, provided that the mortar and pestle is still within one mile of you.   The command word for the mortar and pestle is “Iaga”.


Mother Mayeye's Bag of Souls

Wondrous Item

Very Rare Requires attunement by a warlock Requires Attunement

When a living creature with an Intelligence of 3 or higher dies within 30 feet of you, you may use a reaction to capture the soul within the bag. The bag can hold up to 10 souls at a time. Once within Mother Mayeye’s Bag, the souls can be used as charges for the following properties. When a soul is expended for any purpose, you have no control which soul is released and expended from the bag.   Steal Life. You can use an action to draw vigor from and expend any number of souls in the bag. Each soul spent this way can be spent to heal wounds for 1d4+1 hit points to any target within 30 feet. These healings can be split up to any number of targets. For example, if 5 souls were released, 3 souls could be sent to one target to heal 3d4+3 hit points, 1 soul could be sent to heal a second target for 1d4+1 hit points, and the last soul could be used to heal the weilder for 1d4+1 hit points.   Siphon Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. This property expends one soul from the bag.   Query Soul. You release a soul from the bag, expending it, and you ask the soul one question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.   Empower. You can use a bonus action to transform the souls’ essences into raw power to fuel your magic. You can expend five souls to restore one fifth level spell slot.

This small sack is made of an unknown black leather, stitched together with thick black cord.


Weight: 2

Oakarm Armor

Armor (Medium)

Rare Requires Attunement

If you attune to the Oakarm Armor, it nourishes you and you can use a bonus action on your turn to gain two temporary hit points. These temporary hit points do not stack. Furthermore, while attuned to the armor, you gain advantage on saving throws against being charmed and magic cannot put you to sleep.

Armor made from the cured bark of the oakarm tree is stronger and lighter than steel and possesses the unique ability to nourish its wearer. The source of the oakarm tree's immense durability is the mithril particles it secretes in a rigid lattice throughout its wood. The art of curing the slow-growing oakarm bark is known to but a few denizens of the fey lands to which it is native.

Type AC STR Req. Stealth Dis.
Medium 16 13 Yes


Weight: 20

Pauldron of Charge

Wondrous Item

Rare

When attuned, this pauldron allows the wearer to charge as an action.   Charge: You may double your movement speed, but must move in a straight line and directly toward a creature. This movement cannot be over difficult terrain. When you reach the target creature, you crash into them, causing 2d8 points of Bludgeoning damage. If the target creature is no more than one size larger than you, the target must make an opposed Athletics checks with you, or be pushed back up to 15 feet (with the you moving with the target, exact distance is chosen by you). Whether or not the target creature is pushed back, if the target is not more than one size larger than you, they then must make a DC 15 Strength Saving Throw or immediately become Prone.

This large metal pauldron is designed to fit over or replace the shoulder pauldron of any other armor type.


Weight: 5

Poms of Inspiration

Weapon

Very Rare requires attunement by a bard Requires Attunement

While being held with one in each hand, you are treated as if you have the two weapon fighting style feature. While wielding the Poms as weapons, you can use your Dexterity modifier for attack and damage with unarmed attacks instead of Strength. Furthermore, you cannot be disarmed while holding the poms. When attuned to a bard, the Poms offer the following additional features:   Move and Aerial. While wearing no armor, your Armor Class is 10 + Dexterity modifier + Charisma modifier.   Cheer Captain. As long as an ally within 60 feet of you can see you or hear you, you may use your reaction to allow an ally to use any bardic inspiration die that they currently have for the following effect:

  • Charge! The target can use their bardic inspiration die to add to their movement, increasing their movement by 5 feet times the roll on the bardic inspiration die.

  • Inspired Inspiration. The target makes their bardic inspiration roll with advantage.

  • Fight! Fight! Fight! The character can use their bardic inspiration die to add to the damage of an attack. This can be declared after the initial damage is rolled, but before its results are applied.

  • Rally. The character can use their bardic inspiration to remove one level of exhaustion.

  Flyer. You may move through a square occupied by an ally or enemy and it not count as difficult terrain. Further, if they are no more than one size smaller than you or no more than one size larger than you, you may use a bonus action to use their body to help launch you, allowing you to move up to three times your jumping distance. This does not count against the distance used as your movement and it does not provoke an attack of opportunity. If the square is occupied by a willing ally, they may instead use their reaction to grant you this ability instead of you using a bonus action, potentially allowing this ability to be used multiple times in a round.   YMCA. As an action, you may cast Otto’s Irresistible Dance. This can be done once per long rest

This pair of items consist of leather bound firm handles with many multicolor strands that are attached to one end, giving the pom a shifting, flashy, attention attracting appearances.

Type Damage Damage Range
Simple Melee 1d6 Bludgeoning


Weight: 2

Quicksilver

Weapon

Rare Requires Attunement

You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon glows when attuned, illuminating a 5 foot radius with light and an additional 5 feet with dim light.   While this weapon is attuned, you gain advantage on any initiative checks. Furthermore, while wielding this weapon, you may take a bonus action to advance one spot higher on the initiative order starting on the next round of combat.   Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Forged with silver moonlight under the guidance of Thiulla, this silver blade is engraved with markings showing the different phases of the moon.

Type Damage Damage Range
Martial Melee 1d8+1 / 1d10+1 (versatile) Slashing


Weight: 3

Retribution

Weapon

Rare Requires Attunement

You have a +1 bonus to attack and damage rolls made with this magic weapon.   This weapon does and additional 1d6 bludgeoning damage against any target that has attacked you since your last initiative action.   Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Melee 1d6+1 Bludgeoning


Weight: 4

Ring of Bravado

Ring

Rare Requires Attunement

When attuned, you are immune to fear effects and cannot be frightened.   Curse. This ring is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. The ring cannot be removed until the curse is removed. You are vulnerable to psychic damage.

This simple silver ring is inlaid with a red band running along it.


Ring of Seasons

Ring

Rare

This ring has a small gemstone in it that changes depending on the season of the year. Depending on the season, the ring also offers Resistance to a specific damage form.   Summer. Ruby, Resistance to Fire
Autumn. Emerald, Resistance to Poison
Winter. Tourmaline, Resistance to Cold
Spring. Aquamarine, Resistance to Lightning


Ring of Water Breathing

Ring

Uncommon

While wearing this ring, the wearer can breathe underwater. The wearer also retains their normal mode of respiration.

This ring appears to have been crafted from a piece of coral.


Runed Scale

Wondrous Item

Uncommon requires attunement by a path of the ancestral guardian barbarian Requires Attunement

The Runed Scale is a single stark white dragon scale with the rune for "Wholeness" etched into it, able to be worn with twine as a necklace. The bearer of the Runed Scale reduces fire damage inflicted to them by 1. Also, the bearer can call upon their clan's ancestors to guide them once per long rest, giving them advantage on any one skill check. Finally, the bearer has advantage on any death saving throws while they are attuned to the item and have it in their possession.


Shadowbark Breastplate

Armor (Medium)

Rare

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

This breastplate looks as if it was crafted from a strong, dark wood that is as strong as steel.

Type AC STR Req. Stealth Dis.
Medium 14 No


Weight: 20

Shared Backpack

Wondrous Item

Uncommon

This backpack has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The backpack can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.   This extradimensional space is shared by multiple shared backpacks. An item or items placed inside of one shared backpack can be removed by someone with a connected shared backpack and vice versa. A single extradimensional space can be shared by 2-6 separate shared backpacks.   If the backpack is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the backpack 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 backpack 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 shared backpack inside an extradimensional space created by a bag of holding, handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


Weight: 15

Skjaldmær

Armor (Shield)

Rare Requires Attunement

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC, providing a total AC bonus of +2. In addition, the wielder may use an action to move with a willing ally adjacent to them up to half of the wielder’s movement. The adjacent ally receives a +2 bonus to their armor class until the end of their next turn.

This large round shield is made of a hardened oak with a metal circular center and metal edging. The wood of the shield is painted red with several dragon heads painted in black on the red field.

Type AC STR Req. Stealth Dis.
Shield 2 No


Weight: 6

Spider Grenade

Wondrous Item

Uncommon

As an action, you may throw the spider grenade up to 20 feet, causing it to shatter on impact. Make a ranged attack against a target creature of object, treating the grenade as an improvised weapon. On a hit, the swarm of insects (spiders) is released in the same square as the target. If the attack missed, then the swarm is released in an adjacent square in a random direction 5 feet from the target.

This crystal like ball seems to be filled with hundreds of tiny spiders.


Weight: 1

Spirit Stick

Weapon

Rare Requires Attunement

You have a +2 bonus to attack and damage rolls made with this magic weapon.   When the weapon is attuned, the Spirit Stick has the following additional properties:   Thrower. The Spirit Stick has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 bludgeoning damage. Immediately after the attack, the weapon flies back to your hand, allowing you to make multiple attacks, if able.   Twirl. You can use a reaction to twirl and roll the spirit stick to cause any attack on you to be rolled with disadvantage. This can be declared after the attack is rolled, but before damage is rolled.   Team Spirit. Any ally within 30 feet of you has advantage on any saving throws against fear or charm effects.

The Spirit Stick appears as a brightly multi-colored metal rod with colored leather tassels hanging from both ends.

Type Damage Damage Range
Martial Melee 1d8+2 / 1d10+2 (versatile) Bludgeoning 20/60


Sporeshiv

Weapon

Rare Requires Attunement

This weapon has 3 charges and regains all expended charges after it spends 8 hours planted in the earth.   Withering Spore. When you hit a creature with an attack using this spear you can use a bonus action to speak its command word, expending a charge and ejecting a rapidly growing blight knot spore into the target. As a bonus action on subsequent turns, you can will the spore to grow, consuming the target from the inside out. The target takes 1d8 necrotic damage and deals only half-damage with weapon attacks that use Strength until the end of its next turn.   A creature that hosts a spore can make a DC 15 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage are immune to this effect. If you use a bonus action to inject a second spore while another persists within a host, the first one dies and the target it no longer affected.   You have a +1 bonus to attack and damage rolls made with this magic weapon.

In the glimmering feywilds, the strong as steel oakarm trees have but one real nemesis: spread of powerful fungus that can bring down. Blight knot is a pervasive and persistent fungus that creeps through a tree’s vascular systems before blooming out, causing portions of the tree’s trunk to expand and swell from the inside outward, breaking down and cracking open the bark to make the tree vulnerable. Clever Sylvan craftspeople have developed a means of enchanting fey wood weapons to host this fungus and inject the necrotic spores under a pierced foes’ flesh.

Type Damage Damage Range
Martial Melee 1d6+1 / 1d8+1 (versatile) Piercing 20/60


Weight: 3

Spyhole Ring

Ring

Uncommon

When the ring is placed against any solid surface it acts as a peephole. The peephole can be used to see through up to 3ft of solid matter. Note there is no actual hole in the surface; the ring only allows you to see through it as if there was a peephole at the location of the ring. Also note the ring doesn't provide any light, so if it is dark on the other side, all you will see is darkness.

The spyhole ring looks like an ordinary ring with the symbol of an eye engraved in it.


Sweet Sophia's Rag Doll

Wondrous Item

Rare

Curse. As an action, you can use the doll to cast bestow curse (WIS save DC equal to your spell save DC) without expending a spell slot. The spell has an unlimited range (although the target must be on the same plane of existence as you) and all that needs to be known by you is the target’s name. The duration of the curse lasts until the next dawn, or if remove curse is cast on the affected person. This feature can be used once a day, with the feature recharging at dawn. When you use this feature, you can choose the nature of the curse from the following options:  
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
  Sympathetic Magic. If you know the name of a creature and have a piece of it (hair, nail, etc.), you can use the doll to cast scrying on that creature once per day without expending a spell slot. This feature can be used once per short rest.   Bond of Suffering. If you know the name of a creature, as an action, you can invoke a powerful curse, causing the bound target to share in your pain. For the next minute, whenever you take damage, the target takes the same amount of damage. However, whenever you heal during that time, the target also heals the same amount. You can use this effect once per long rest.


Weight: 1

Thorned Bow

Weapon

Rare Requires Attunement

This bow holds 6 charges and every day at dawn 1d6 charges are regained. Before making an attack with this weapon you can expend a charge to add sharp thorns to the arrow you are shooting. If your attack is successful, add 1d4 piercing damage.   Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600


Weight: 2

Trickster's Steps

Wondrous Item

Rare Requires Attunement

When attuned to these boots, you may cast Misty Step once per long rest. Furthermore, when you cast Misty Step, you may also create an illusory duplicate of yourself within range of the spell. This duplicate lasts until it would take damage or the start of your next turn, whichever comes first. If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) roll at a DC 12.

These high leather boots are marked with Fae symbols and glyphs drawn into the dark leather.


Warhammer of Dwarven Friendship

Weapon

Uncommon

Along the head of the warhammer is written "Dwarf Friend" in Dwarven runes. When holding this weapon, the wielder can understand Dwarven, both written and spoken.   Proficiency with a Warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 (versatile) Bludgeoning


Ydarion's Bite

Weapon

Uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.   Furthermore, this weapon's damage type is always considered to be acid.

A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.

Type Damage Damage Range
Simple Melee 1d4 Acid 20/60


Weight: 1