Magic Items
410 items found
| Name | Description | Traits | Types | |
|---|---|---|---|---|
|
+1 Arcane Grimoire
Wondrous Item, Uncommon (requires attunement)
|
+1 bonus to attack rolls and saving throws of your spells. | Arcane | Leather | Craft |
|
+1 Armor
Armor, Uncommon
|
Armor with +1 bonus to AC. | Any | LeatherMetal | Craft |
|
+1 Natural AC
Tattoo (Chest), Uncommon
|
+1 bonus to AC when not wearing armor. | Any | Dye | Craft |
|
+1 Shield
Shield, Uncommon
|
Shield with +1 bonus to AC. | Any | MetalWood | Craft |
|
+1 Unarmed Attack
Tattoo (Arm), Uncommon
|
+1 bonus to attack and damage with an unarmed strike. | Any | Dye | Craft |
|
+1 Weapon
Weapon, Uncommon
|
Weapon with +1 bonus to attack and damage. | Any | MetalWood | Craft |
|
+2 Arcane Grimoire
Wondrous Item, Rare (requires attunement)
|
+2 bonus to attack rolls and saving throws of your spells. | Arcane | Leather | Craft |
|
+2 Armor
Armor, Rare
|
Armor with +2 bonus to AC. | Any | LeatherMetal | Craft |
|
+2 Natural AC
Tattoo (Chest), Rare
|
+2 bonus to AC when not wearing armor. | Any | Dye | Craft |
|
+2 Shield
Shield, Rare
|
Shield with +2 bonus to AC. | Any | MetalWood | Craft |
|
+2 Unarmed Attack
Tattoo (Arm), Rare
|
+2 bonus to attack and damage with an unarmed strike. | Any | Dye | Craft |
|
+2 Weapon
Weapon, Rare
|
Weapon with +2 bonus to attack and damage. | Any | MetalWood | Craft |
|
+3 Armor
Armor, Very Rare
|
Armor with +3 bonus to AC. | Any | LeatherMetal | Craft |
|
+3 Natural AC
Tattoo (Chest), Very Rare
|
+3 bonus to AC when not wearing armor. | Any | Dye | Craft |
|
+3 Shield
Shield, Very Rare
|
Shield with +3 bonus to AC. | Any | MetalWood | Craft |
|
+3 Unarmed Attack
Tattoo (Arm), Very Rare
|
+3 bonus to attack and damage with an unarmed strike. | Any | Dye | Craft |
|
+3 Weapon
Weapon, Very Rare
|
Weapon with +3 bonus to attack and damage. | Any | MetalWood | Craft |
|
Acid Boots
Boots, Uncommon (requires attunement)
|
Once per day, you can activate your boots. For 1 minute, you leave a pool of acid wherever you step. Any creature that enters or starts its turn within 5 ft of an acid pool must make a DC 13 dex saving throw or take 1d6 acid damage. You are immune to this damage. | Acidic | Leather | Craft |
|
Adamantite Armor
Armor, Uncommon
|
Armour that converts any critical hit to a normal hit. | Earthen | LeatherMetal | Craft |
|
Amulet of Proof against Detection and Location
Wondrous Item, Uncommon
|
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. | Void | Gem | Craft |
|
Amulet of Speak with Dead
Wondrous Item, Uncommon
|
Once per day, you may cast Speak With Dead without expending a spell slot. | Necrotic | Gem | Craft |
|
Animated Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. Once per day as an action, you can animate your armor for 1 minute, giving you a +1 bonus to attack and damage with weapon attacks and you deal an additional 2d6 bludgeoning damage. | Arcane | LeatherMetal | Craft |
|
Animated Rope
Wondrous Item, Uncommon
|
A 60 ft length of silk rope. As a bonus action, you can command this rope to move up to 20 feet toward a destination, fasten itself to an object, or knot itself at 1 ft intervals (reducing its length to 50 ft, but making it easier to climb). After a cumulative minute of animation, the rope becomes a normal rope until the next dawn. | Arcane | Textile | Craft |
|
Animated Shield
Shield, Rare (requires attunement)
|
Shield with +1 bonus to AC. Once per day as an action, you can animate your shield for 1 minute. The shield gains the stats of a Small Object from the Animate Objects spell. If you are the subject of an attack and your shield is within 5 ft of you, you can use your reaction to make your shield the target of the attack instead. After the duration or once your animated shield has reached 0 HP, it flies back into your hand. | Arcane | MetalWood | Craft |
|
Animated Skull
Wondrous Item, Uncommon
|
You can cast the Find Familiar spell without expending a spell slot. The familiar you summon is a Skeleton that serves whoever last held this skull. The skeleton crumbles after 24 hours. | Necrotic | Any | Craft |
|
Animated Weapon
Weapon, Rare (requires attunement)
|
Gain a +1 bonus to attack and damage with this weapon. Once per day, you can use your action to animated this weapon. The weapon grows and gains the stats of a Large object ffrom the Animate Objects spell. After the duration or your animated weapon has reached 0 HP, it flfies back into your hand. | Arcane | MetalWood | Craft |
|
Apprentice Robes
Cloak, Uncommon (requires attunement)
|
Your Intelligence score is 19 while wearing these robes. | Arcane | Textile | Craft |
|
Arcane Grimoire
Wondrous Item, Very Rare (requires attunement)
|
+3 bonus to attack rolls and saving throws of your spells. | Arcane | Leather | Craft |
|
Arctic Boots
Boots, Rare (requires attunement)
|
While wearing these boots, difficult terrain caused by ice and slick surfaces now takes half the move speed to walk across instead of double and jump distance is doubled if you move at least 10 ft over ice. Once per day, as an action you can create a 10 ft radius circle of ice around wherever you moved on duration of your turn that last 1 minute. This area counts as difficult terrain. | Cold | LeatherTextile | Craft |
|
Armor of Greater Speed
Armor, Rare
|
While wearing this armor, your speed is increased by 20 ft. | Zephyrous | LeatherMetal | Craft |
|
Armor of Health
Armor, Uncommon
|
While wearing this armor, your max and current HP is increased by 10. When removing the armor, you lose 10 HP. If this would bring you to 0 HP, you instead go to 1 HP. | Vital | LeatherMetal | Craft |
|
Armor of Mental Fortitude
Armor, Uncommon (requires attunement)
|
You have advantage on Intelligence saving throws. | Psychic | MetalWood | Craft |
|
Armor of Resistance
Armor, Uncommon (requires attunement)
|
Armor with resistance to material trait's damage type. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | LeatherMetal | Craft |
|
Armor of Speed
Armor, Uncommon
|
While wearing this armor, your speed is increased by 10 ft. | Zephyrous | LeatherMetal | Craft |
|
Arrow-Catching Armor
Armor, Rare (requires attunement)
|
Armor with a +1 bonus to AC. You have resistance to damage from ranged weapon attacks. If a creature within 10 feet of you is the target of a range attack, you can choose to become the target instead. | Zephyrous | LeatherMetal | Craft |
|
Arrow-Catching Shield
Shield, Rare (requires attunement)
|
Shield with a +2 AC against ranged attacks. If a creature within 10 feet of you is the target of a range attack, you can choose to become the target instead. | Zephyrous | MetalWood | Craft |
|
Astral Cloak
Cloak, Rare (requires attunement)
|
Once per turn, if a creature within 20 feet of you is hit with a critical hit, you can choose for them to take an additional 4d8 radiant damage. Additionally, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. | Radiant | Textile | Craft |
|
Astral Weapon
Weapon, Uncommon
|
When you hit a creature with this weapon, you cause a target to become astral until the start of your next turn. If an attack crits an astral creature, they take 4d8 radiant extra damage and they are no longer astral. If a creature becomes umbral while astral, they immediately take 1d8 radiant damage and are no longer astral. | Dimensional | MetalWood | Craft |
|
Bag of Cubes
Wondrous Item, Uncommon
|
This bag contains 3 tiny cubes. As an attack action, you can toss one cube up to 30 ft. The cube expands to a 5 ft cube, filling the space and harmlessly pushing creatures out of the way. The cube cannot be moved and are indestructible. They last 1 minute before disappearing. The bag refills at dawn. | Forceful | Any | Craft |
|
Bag of Holding
Wondrous Item, Uncommon
|
A dimensional bag that can hold up to 500 lbs, not exceeding 64 cubic feet. | Dimensional | LeatherTextile | Craft |
|
Bag of Jerky
Wondrous Item, Uncommon
|
This bag has 8 pieces of jerky. As an action, you can feed some of this jerky to a Beast with an intelligence of less than 4, and they will not see you as a threat and may become friendly with you. The larger the Beast, the more jerky they need (1 for tiny, 2 for small, 4 for medium, 8 for large, 16 for huge). The bag magically fills at dawn. | FaeEarthen | Leather | Craft |
|
Bag of Tricks
Wondrous Item, Uncommon
|
As an action, roll a d8 and summon a random animal (1 Rat, 2 Owl, 3 Mastiff, 4 Goat, 5 Giant goat, 6 Giant boar, 7 Lion, 8 Brown bear). As a bonus action, command the animal. The creature vanishes at dawn or when its HP reaches 0. Can be used 3 times a day. | Fae | Leather | Craft |
|
Bell of Swapping
Wondrous Item, Uncommon (requires attunement)
|
This bell has 3 charges. As a bonus action, you can expend a charge and swap places with a medium or smaller willing creature within 60 ft. If the creature is non-willing, they must make a DC 13 Cha save or be swapped. Regains all charges at dawn. | Dimensional | Any | Craft |
|
Black Dragonscale Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. While wearing this armor, gain resistance to acid damage. | Acidic | LeatherMetal | Craft |
|
Black Dragonscale Shield
Shield, Rare (requires attunement)
|
Shield with +1 bonus to AC. While wielding this shield, gain resistance to acid damage. | Acidic | MetalWood | Craft |
|
Blood Armor
Armor, Uncommon (requires attunement)
|
Once a day, when you hit a creature with blood with a melee weapon attack, you can conjure an armor of blood as a reaction that lasts 1 minute. During this time, your AC becomes 18+Dex. | Necrotic | Leather | Craft |
|
Blood Compass
Wondrous Item, Uncommon
|
If you place a drop of blood on this compass, for the next 24 hours the compass points towards the source of the blood. If you dilute the blood with water, it points to any creature of the same race or type. | Fiendish | Any | Craft |
|
Blue Dragonscale Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. While wearing this armor, gain resistance to lightning damage. | Lightning | LeatherMetal | Craft |
|
Blue Dragonscale Shield
Shield, Rare (requires attunement)
|
Shield with +1 bonus to AC. While wielding this shield, gain resistance to lightning damage. | Lightning | MetalWood | Craft |
|
Bonded Rings
Wondrous Item, Uncommon
|
Two rings. When both wearers are forced to make the same saving throw, as a reaction, you can grant the other wearer(s) advantage by giving yourself disadvantage. This magic item can be crafted multiple times to bond multiple rings together. | Psychic | Any | Craft |
|
Bone Shield
Shield, Uncommon (requires attunement)
|
This shield has 5 charges. When you are hit with a weapon attack, you can expend 1 charge as a reaction to reduce the damage taken by 3. Regains all charges at dawn. If charges reach 0, roll a d20. If 1, the shield breaks. | Necrotic | MetalWood | Craft |
|
Booming Weapon
Weapon, Uncommon
|
When you hit a creature with this weapon, they become booming until the start of your next turn. If a booming creature willingly moves 5 ft or more, they take 1d6 thunder damage and the effect ends. | Thundering | MetalWood | Craft |
|
Boots of Balance
Boots, Uncommon (requires attunement)
|
You gain proficiency in Acrobatics. If you are already proficient, you add double your proficiency bonus to checks you make with them. | Tidal | Leather | Craft |
|
Boots of Blinking
Boots, Uncommon
|
When taking the disengage action, you are able to run through creatures and appear on the other side of them, without expending the movement cost to do so. | Dimensional | Leather | Craft |
|
Boots of Deep Thought
Boots, Rare (requires attunement)
|
These boots have 3 charges. When you are forced to make a Wisdom, Intelligence, or Charisma saving throw, you can use your reaction to expend 1 charge and choose to make a Dexterity save instead. Regains all charges at dawn. | Psychic | LeatherTextile | Craft |
|
Boots of Disappearance
Boots, Uncommon (requires attunement)
|
These boots have 3 charges. While wearing these boots, you can take the Dash action as bonus action. When you do, you can use a charge to turn invisible until the end of your next turn. Regains charges at dawn. | Void | Leather | Craft |
|
Boots of Elvenkind
Boots, Uncommon
|
Your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. | Earthen | Leather | Craft |
|
Boots of Evasion
Boots, Uncommon
|
While you are wearing these boots, Opportunity Attacks against you have disadvantage. | Zephyrous | Leather | Craft |
|
Boots of Health
Boots, Uncommon (requires attunement)
|
While wearing these boots, any time you heal HP, you heal an additional 1d4 HP. | Vital | Leather | Craft |
|
Boots of Levitation
Boots, Rare (requires attunement)
|
While you wear these boots, you can use an action to cast the Levitate spell on yourself at will. | Zephyrous | LeatherTextile | Craft |
|
Boots of Quick Thought
Boots, Uncommon
|
Once per day, when you are forced to make a Wisdom, Intelligence, or Charisma saving throw, you can use your reaction to choose to make a Dexterity save instead. | Psychic | Leather | Craft |
|
Boots of Speed
Boots, Rare (requires attunement)
|
As a bonus action, you can activate or deactive these boots. While active, your base walking speed is doubled and creatures make opportunity attacks against you with disadvantage. These boots can be used for a cumulative total of 10 minutes a day. | Zephyrous | LeatherTextile | Craft |
|
Boots of the Athlete
Boots, Uncommon (requires attunement)
|
You gain proficiency in Athletics. If you are already proficient, you add double your proficiency bonus to checks you make with them. | Forceful | Leather | Craft |
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Boots of the Autumn Court
Boots, Uncommon (requires attunement)
|
When a creature you can see ends its turn within 5 feet of you, either you or the creature if it is willing can use their reaction to move 10 ft. This movement does not provoke Opportunity Attacks. | Fae | Leather | Craft |
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Boots of the Dead
Boots, Uncommon
|
When you take the Disengage action or after a creature attempts to attack you with an opportunity attack, you gain 1d4+4 temp hit points for 1 minute. | Necrotic | Leather | Craft |
|
Boots of the Winterlands
Boots, Uncommon
|
Resistant to cold damage, ignore difficult terrain in snow, tolerate extreme temperatures. | Cold | Leather | Craft |
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Boots of Thunder Step
Boots, Uncommon (requires attunement)
|
Once per day, you can cast Thunder Step with a DC 13 spell save. | Thundering | Leather | Craft |
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Boots of Thundering
Boots, Rare (requires attunement)
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Once per turn, If you move at least 10 ft or as a bonus action to expend 10 ft of your movement, you can make any creature within 60 ft of you make a Concentration check with disadvantage. | Thundering | LeatherTextile | Craft |
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Bottled Wind
Wondrous Item, Rare
|
Once per day, as an action, you can pour the contents of this bottle out on an object weighing up to 500lbs. It becomes weightless for 1 hour, floating at its current height. You or any creature can push it effortlessly in any direction. | Zephyrous | Any | Craft |
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Brooch of Dogma
Wondrous Item, Uncommon (requires attunement)
|
While wearing this brooch, you can have advantage on Religion checks. | Radiant | Gem | Craft |
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Brooch of Enlightenment
Wondrous Item, Rare (requires attunement)
|
Your Intelligence score is 21 while wearing this pin. | Arcane | Any | Craft |
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Brooch of Hill Giant's Strength
Wondrous Item, Rare (requires attunement)
|
Your Strength score is 21 while wearing this pin. | Forceful | Any | Craft |
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Brooch of Likability
Wondrous Item, Uncommon (requires attunement)
|
Your Charisma score is 19 while wearing this pin. | Psychic | Any | Craft |
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Brooch of Lovability
Wondrous Item, Rare (requires attunement)
|
Your Charisma score is 21 while wearing this pin. | Psychic | Any | Craft |
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Brooch of Quiet
Wondrous Item, Uncommon
|
Once per day, as an action you can choose a point within 120 ft to create a 20 ft sphere where no sound can be created within or pass through. This effect lasts up to 10 minutes. | Thundering | Gem | Craft |
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Brooch of Sagacity
Wondrous Item, Rare (requires attunement)
|
Your Wisdom score is 21 while wearing this pin. | Fae | Any | Craft |
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Brooch of Shielding
Wondrous Item, Uncommon (requires attunement)
|
You have resistance to force damage, and are immune to damage from the Magic Missile spell. | Forceful | Gem | Craft |
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Brooch of Steel Stomach
Wondrous Item, Rare (requires attunement)
|
Your Constitution score is 21 while wearing this pin. | Vital | Any | Craft |
|
Brooch of the Diplomat
Wondrous Item, Uncommon (requires attunement)
|
While wearing this brooch, you learn the Friends cantrip. When the spell ends, the creature does not realize you used magic to influence its mood, though it still may be upset if you manipulated it poorly. | Fae | Gem | Craft |
|
Brooch of the Tiger
Wondrous Item, Rare (requires attunement)
|
Your Dexterity score is 21 while wearing this pin. | Tidal | Any | Craft |
|
Broom of Flying
Wondrous Item, Uncommon
|
You can speak a command word and activate this broom. While active, it has a flying speed of 50 ft, and can carry up to 400 lbs, but has a flying speed of 30 if over 200 lbs. You can command the broom to fly up to 1 mile without you if you are familiar with the location. | Zephyrous | Wood | Craft |
|
Cape of the Mountebank
Cloak, Rare
|
Once per day, you can cast Dimension Door as an action. | Dimensional | Textile | Craft |
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Caustic Veil
Cloak, Uncommon
|
When you are grappled with a creature, you can use your reaction on your turn to cause the creature to take 1d6 acid damage. | Acidic | Textile | Craft |
|
Chalk of the Stalker
Wondrous Item, Uncommon
|
This chalk has 3 charges. As an action, you can draw a circle up to 1 foot in diameter on a wall or surface no thicker than 1 foot. For the next minute, the surface becomes transparent, allowing you to see through it. Regains all charges at dawn. | Void | Any | Craft |
|
Charm of the Spring Court
Wondrous Item, Uncommon (requires attunement)
|
You learn the Faerie Fire spell, and can cast it once a day without expending a spell slot or using any spell slots you have. If you cast the spell without using a spell slot, taking damage does not break Concentration on the spell. | Fae | Any | Craft |
|
Chimes of Alert
Wondrous Item, Uncommon
|
You can hang these chimes up when taking a long or short rest. If a creature with ill intent comes within 30 ft of the chimes, they will sound as if wind is blowing through them alerting you to the creature's presence, and you will gain 15 temporary hit points. | Zephyrous | Metal | Craft |
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Circlet of Acid Arrow
Helmet, Uncommon
|
Once per day, you can cast Melf's Acid Arrow with a spell attack of +5. | Acidic | Gem | Craft |
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Circlet of Aiding
Helmet, Uncommon
|
Once per day, you can cast Aid. | Vital | Gem | Craft |
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Circlet of Blasting
Helmet, Uncommon
|
Once per day, use can cast Scorching Ray with a spell attack of +5. | Fiery | Gem | Craft |
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Circlet of Blustering
Helmet, Uncommon
|
Once per day, you can cast Gust of Wind with a DC 13 spell save. | Zephyrous | Gem | Craft |
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Circlet of Grounding
Helmet, Uncommon
|
Once per day, you can cast Earthbind with a DC 13 spell save. | Earthen | Gem | Craft |
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Circlet of Invisibility
Helmet, Uncommon
|
Once per day, you can cast the Invisibility spell. | Void | Gem | Craft |
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Circlet of Shatter
Helmet, Uncommon
|
Once per day, you can cast Shatter with a DC 13 spell save. | Thundering | Gem | Craft |
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Circlet of Tidal Wave
Helmet, Uncommon
|
Once per day, you can create a wave of water within 120 ft. In an area 30 ft long, 10 ft wide, and 10 ft tall, each creature must make a DC 13 dexterity saving throw. On a failure, the creature takes 4d6 bludgeoning damage and is knocked prone. On a success, they take half damage and are not knocked prone. | Tidal | Gem | Craft |
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Cloak of Elvenkind
Cloak, Uncommon (requires attunement)
|
While the hood of this cloak is up, Perception checks made to see you have disadvantage and you have advantage on Stealth checks to hide. Pulling the hood up or down is an action. | Fae | Textile | Craft |
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Cloak of the Phoenix
Cloak, Uncommon (requires attunement)
|
Once per day, if you are reduced to 0 HP, you instead drop to 1 HP and each creature within 10 ft of you takes 5 fire damage. You are resistant to fire damage while you wear this cloak. | Fiery | Textile | Craft |
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Cobra Weapon
Weapon, Rare (requires attunement)
|
Gain a +1 bonus to attack and damage with this weapon. When you hit a creature with this weapon, they make a DC 15 Constitution saving throw or suffer one random effect; Roll a d8 for the effect: (1-5) Take 3d8 poison damage. (6-7) Next turn, the creature uses all its movement to move in a random direction. (8) the target is Paralyzed until the end of its next turn. | Poisonous | MetalWood | Craft |
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Cold Weapon
Weapon, Rare (requires attunement)
|
This weapon has a +1 bonus to attack and damage rolls, deal an additional 1d6 cold damage, and has the Reach property. | Cold | MetalWood | Craft |
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Crowded Cloak
Cloak, Uncommon (requires attunement)
|
Once per day, as an action you can choose to activate a 15 ft radius circle centered on you. All willing creatures and non-willing creatures that fail a DC 13 Wis save throw travel with you during your movement. When you finish your movement, the creatures that traveled with you appear around you at the same spot they left relative to you, otherwise they move to the nearest unoccupied space. | Forceful | Textile | Craft |
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Crown of Wisdom
Helmet, Uncommon (requires attunement)
|
Your Wisdom score is 19 while wearing this crown. | Fae | Gem | Craft |
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Dark Grimoire
Wondrous Item, Uncommon
|
As a bonus action, you can sacrifice HP to regain an expended spell slot. You reduce your maximum HP by 10 per level of spell slot. This reduction lasts until you finish a long rest. | Necrotic | Leather | Craft |
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Dashing Scarf
Wondrous Item, Uncommon
|
A dashing scarf. While wearing this scarf, you can use the Dash action as a bonus action, so long as your action isn't also a Dash action. | Zephyrous | Textile | Craft |
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Deathstalker Robe
Cloak, Uncommon
|
Once per day, when a creature within 60 ft of you would heal hit points, you can choose for them to heal 0, and you gain the healing instead. | Fiendish | Textile | Craft |
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Decanter of Endless Water
Wondrous Item, Uncommon
|
As an action, produce either 1, 5, or 30 gallons from the decanter for a turn. The 30 gallon geyser is 30 ft long and 1 foot wide. As a bonus action, you can aim the geyser at a creature within 30 ft. DC 13 Str saving throw or take 1d4 bludgeoning damage and fall prone. | Tidal | Any | Craft |
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Deck of Augury
Wondrous Item, Uncommon
|
Once per day, if you spend 1 minute laying out these cards, they will reveal your future. If you have a specific course of action that you plan to take in the next 30 minutes, you will receive an omen about its outcome (good, bad, neutral, or nothing). | Psychic | Any | Craft |
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Devil's Penny
Wondrous Item, Uncommon (requires attunement)
|
As an action, you make this penny invisible for 30 days. If this penny is touching a creature or on their person, you can tell exactly where they are so long as they are on the same plane as you. If they are on a different plane, you know which one. | Fiendish | Any | Craft |
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Devil's Shoes
Boots, Uncommon
|
You can sacrifice your HP to increase your movement speed. For every 1 HP you sacrifice, you increase your walking speed by 2 ft until the end of your turn. | Fiendish | Leather | Craft |
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Diadam of Gales
Helmet, Rare
|
While wearing this diadem, you weigh nothing to the world around you. You leave no tracks, trigger no pressure plates, and can walk across snow, mud, sand, and water without sinking. Rope bridges and unstable structures never risk breaking under your weight. Once per day, you can whisper a message of up to 25 words to a creature you have met before. The wind carries your words to their ears within the hour, regardless of distance, so long as you are on the same plane. | Zephyrous | Gem | Craft |
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Dragon Slaying Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. You have advantage on saving throws against the Frightful Presence and breath weapons of Dragons. | Thundering | LeatherMetal | Craft |
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Drape of Hollow
Cloak, Uncommon (requires attunement)
|
Once per day. as an action you can wrap yourself in void for 1 minute. During this time, attacks against you have disadvantage, but you cannot speak or cast spells with a verbal component. | Void | Textile | Craft |
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Earring of Alarm
Wondrous Item, Uncommon
|
Once per day, you may cast Alarm without expending a spell slot. | Thundering | Gem | Craft |
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Earring of Self Sacrifice
Wondrous Item, Uncommon
|
When a creature within 30 feet of you takes damage, you choose to take 1/2 the damage yourself, plus an extra 1d4. This doesn’t transfer any other effects that might accompany the damage, and this damage cannot be reduced by resistances. | Radiant | Gem | Craft |
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Earring of the Abyss
Wondrous Item, Uncommon (requires attunement)
|
Once per day, as an action you can activate the earring for 1 minute. While the earring is active, all creatures within 120 ft of you are immune to damage and cannot benefit from healing effects. If 100 cumulative damage and healing is prevented by this effect before end of the minute, the effect ends. | Void | Gem | Craft |
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Echoing Cloak
Cloak, Uncommon
|
Once per short or long rest, when you take the dash or disengage action, you may choose to leave an echo in your place that looks just like you. At the start of your next turn, the echo explodes and all creatures within 5 ft must make a DC 13 Str save or be knocked prone. A DC 13 Investigation check will reveal the echo to be fake. | Thundering | Textile | Craft |
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Echoing Necklace
Wondrous Item, Uncommon
|
Once per day, when a creature within 60 ft of you takes damage, you can use your reaction to swap places with that creature. You take the damage instead of the creature, and the damage cannot be reduced in any way. | Dimensional | Gem | Craft |
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Eldrich Helmet
Helmet, Rare (requires attunement)
|
As an action, you can make 3 tentacle attacks from this helmet with a +9 to attack, dealing 1d6 bludgeoning damage. If all three tentacles his the same target, its speed is halfed, has disadvantage on Dexteritiy saving throws, and can only use either a bonus action or action on its turn, for 1 minute. The creature can make a DC 15 Constituion save at the end of its turn to end the effect. | Fiendish | LeatherMetal | Craft |
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Elemental Brand
Weapon, Rare (requires attunement)
|
This weapon deals an additional 2d6 of the material trait's damage type. You can activate or deactivate this trait as a bonus action. | AcidicColdFieryForcefulLightningNecroticPoisonousPsychicRadiantThundering | MetalWood | Craft |
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Elven Chain
Armor, Uncommon
|
AC 14 + Dex (max 2) medium armor. You are considered proficient with this armor even if you lack proficiency with medium armor. | Fae | Metal | Craft |
|
Emberfire Armor
Armor, Uncommon
|
Once per day, you can use your bonus action to activate this armor for 1 minute. While this armor is active, any creature that hits you with a melee attack takes 1d6 fire damage. | Fiery | LeatherMetal | Craft |
|
Emberfire Ring
Wondrous Item, Uncommon (requires attunement)
|
You are resistant to fire damage. Whenever you take fire damage that does not knock you unconscious, you gain 1d4+4 temp hit points after the damage is dealt. | Fiery | Gem | Craft |
|
Emberfire Shield
Shield, Uncommon (requires attunement)
|
This shield has 3 charges. When you are hit by a creature within 60 ft of you, you can expend up to 3 charges. The target creature makes a DC 13 Dex save or take 1d10 fire damage per charge. Regains all charges at dawn. | Fiery | MetalWood | Craft |
|
Everburning Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. Once per turn, if a creature misses you with a melee attack, you can choose for them to take 1d6 fire damage. | Fiery | LeatherMetal | Craft |
|
Eyes of the Eagle
Wondrous Item, Uncommon (requires attunement)
|
You have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of distant objects. | Fae | Any | Craft |
|
Feather Pin
Wondrous Item, Uncommon
|
While this pin is attached to your clothing or on your person, you always have the effects of the Feather Fall spell on you. | Zephyrous | Any | Craft |
|
Fire Boots
Boots, Uncommon
|
While wearing these boots, you are resistant to fire damage. If a creature begins their turn next to you, you can choose for them to take 1 fire damage. | Fiery | Leather | Craft |
|
Fire Dervish Cloak
Cloak, Rare (requires attunement)
|
This cloak has 5 charges. Once per turn, you can spend up to 5 charges and 10ft of your movement per charge to make each creature within 5ft of you make a DC 15 Dexterity save and take 1d10 Fire damage per charge on a fail, or half as much on a save. Creature that take damage this way cannot make opportunity attacks against you until the end of your turn. Regains all charges at dawn. | Fiery | Textile | Craft |
|
Flying Simple Weapon
Weapon (Simple), Uncommon
|
As a bonus action, you can activate this weapon. While active, after this weapon is thrown, it stays in place and you can make additional melee attacks with this weapon. On subsequent turns, you can fly this weapon up to 30 ft. After a minute, or as a bonus action, the weapon deactivates and flies back into your hand. | Arcane | MetalWood | Craft |
|
Franklin Badge
Wondrous Item, Uncommon
|
Whenever a creature within 60 ft of you takes lightning damage, you can use your badge to reduce the damage and gain a charge in this badge, up to 5 charges. If the badge is empty, the damage is reduced to 0, otherwise it is halved. As an action, you use up to 5 charges to make a 60 ft ranged spell attack (+5) that does 1d10 lightning damage per charge. Loses all charges at dawn. | Lightning | Gem | Craft |
|
Frost Cloak
Cloak, Rare (requires attunement)
|
While wearing this cloak, any creature you choose within 30 ft of you decreases their move speed by 10 ft. If a creature ends their turn within 30 ft of you, you can use your reaction to cause the creature to be unable to use their reaction. | Cold | Textile | Craft |
|
Frost Shield
Shield, Uncommon
|
This shield has 3 charges. Whenever a melee attack misses you, you may use your reaction to expend up to 3 charges. Each creature in a 30 ft cone must make a DC 13 Con save or else take 1d8 cold damage per charge (1/2 on a save). Regains all charges at dawn. | Cold | MetalWood | Craft |
|
Gauntlet of Ogre Power
Gloves, Uncommon (requires attunement)
|
Your Strength score is 19 while wearing these gauntlets. | Forceful | Metal | Craft |
|
Giant's Bracelets
Gloves, Uncommon (requires attunement)
|
Once per day, you can activate your bracelets for 1 minute. While active, you can now grapple creatures up to two size categories larger than you, and your strength score can become equal to the grapple target's strength while calculating the grapple check DC. | Dimensional | LeatherMetal | Craft |
|
Girdle of Dragon Defense
Wondrous Item, Uncommon (requires attunement)
|
While wearing this belt, you have advantage against fear caused by dragons. Once per day, if you fail a saving through caused by a dragon's breath weapon, you can choose to succeed it instead. | Thundering | Leather | Craft |
|
Girdle of Iron Stomach
Wondrous Item, Uncommon (requires attunement)
|
Your Constitution score is 19 while wearing this girdle. | Vital | Leather | Craft |
|
Gloves of Acidic Casting
Gloves, Uncommon
|
Whenever you make a spell attack that misses or a target of your spell successfully makes a saving throw, you can choose for the target of your spell to take 1d4 acid damage. | Acidic | Leather | Craft |
|
Gloves of Antimagic
Gloves, Uncommon (requires attunement)
|
These gloves have 3 charges. When you are the target of a magic effect, you can use your reaction to use a charge. Until the end of your next turn, you have advantage on saves vs spell effects and have +2 to AC vs spell attacks. Regains charges at dawn. | Earthen | Leather | Craft |
|
Gloves of Archery
Gloves, Uncommon (requires attunement)
|
Gain proficiency with shortbow and longbow. You have +2 bonus to damage made with such weapons. | Fae | Leather | Craft |
|
Gloves of Brawling
Gloves, Uncommon
|
As a bonus action, you can touch a non-magical or improvised weapon. For 1 minute, the weapon becomes a +1 weapon. | Any | Leather | Craft |
|
Gloves of Burning Hands
Gloves, Uncommon
|
Once per day, you can cast Burning hands with a spell save DC of 13. | Fiery | Leather | Craft |
|
Gloves of Devil's Charm
Gloves, Uncommon (requires attunement)
|
You gain proficiency in Persuasion. If you are already proficient, you add double your proficiency bonus to checks you make with them. | Fiendish | Leather | Craft |
|
Gloves of Mage Hand
Gloves, Uncommon
|
While wearing these gloves, you know the Cantrip Mage Hand. When you cast Mage Hand, both gloves become animated for the duration. | Psychic | Leather | Craft |
|
Gloves of Mercy
Gloves, Uncommon
|
When you heal a creature, you gain 1d4+4 temp hitpoints. If you heal a creature more than once on a single turn, the temp hit points of that turn can stack. | Radiant | Leather | Craft |
|
Gloves of Missile Snaring
Gloves, Uncommon (requires attunement)
|
When a ranged weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + DEX. If you reduce the damage to 0, you can catch the missile. | Zephyrous | Leather | Craft |
|
Gloves of Spell Mastery
Gloves, Uncommon (requires attunement)
|
Your spell attacks score a critical hit on a roll of 19 or 20, and when you score a critical hits with a spell attack you roll an additional dice. | Arcane | Leather | Craft |
|
Gloves of Swimming and Climbing
Gloves, Uncommon (requires attunement)
|
Climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. | Tidal | Leather | Craft |
|
Gloves of the Liar
Gloves, Uncommon (requires attunement)
|
You gain proficiency in Deception. If you are already proficient, you add double your proficiency bonus to checks you make with them. | Cold | Leather | Craft |
|
Gloves of the Thief
Gloves, Uncommon (requires attunement)
|
You gain proficiency in Sleight of Hand and Thieves' Tools. If you are already proficient, you add double your proficiency bonus to checks you make with them. | Void | Leather | Craft |
|
Gloves of Tossing
Gloves, Uncommon (requires attunement)
|
Whenever you have a large or smaller creature grappled, you can substitute one of your attacks to toss the creature up to 30 ft. If the target of your throw is another creature, make a throwing attack that deals 1d6 bludgeoning damage per size category above medium. | Forceful | Leather | Craft |
|
Goggles of Blind Hopping
Helmet, Rare
|
This crown has 3 charges. While wearing this crown, you no longer need to be able to see your destination for Misty Step and Thunder Step. You can expend a charge to cast Misty Step or Thunder Step. Regains all charges at dawn. | Dimensional | LeatherMetal | Craft |
|
Greater Adamantine Armor
Armor, Rare
|
Armor with +1 bonus to AC. Converts critical hits to normal hits. | Earthen | LeatherMetal | Craft |
|
Green Dragonscale Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. While wearing this armor, gain resistance to poison damage. | Poisonous | LeatherMetal | Craft |
|
Green Dragonscale Shield
Shield, Rare (requires attunement)
|
Shield with +1 bonus to AC. While wielding this shield, gain resistance to poison damage. | Poisonous | MetalWood | Craft |
|
Grimoire of Acumen
Wondrous Item, Uncommon
|
Once per day, you can choose one skill in which you lack proficiency. For the next hour, you have proficiency in that skill. | Vital | Leather | Craft |
|
Grounding Boots
Boots, Uncommon
|
While wearing these boots, you are resistant to lightning damage and your unarmed strikes deal an extra 1 lightning damage. | Lightning | Leather | Craft |
|
Helm of Chilling
Helmet, Uncommon
|
Once per day, as an action you can attempt to chill a creature within 60 ft. The creature makes a DC 13 Con save. On a success, they have disadvantage on their next attack roll until the end of their next turn. On a failure, for the next minute the target has disadvantages on all Strength checks and saves, and subtracts 1d8 from all its damage rolls. The target may repeat the save on the end of each of its turns. | Cold | LeatherMetal | Craft |
|
Helm of Fortune
Helmet, Uncommon
|
Once per day, you can focus on this helm for 1 minute and impart luck on a willing creature within 60 ft. For the next hour, when the creature makes a roll, or if they have an attack rolled against them, they can choose to dismiss this effect and roll an additional d20 and choose the result. If the original roll had advantage/disadvantage, roll this additional dice after the advantage/disadvantage has been applied to the original roll. | Fiendish | LeatherMetal | Craft |
|
Helm of Holding
Helmet, Uncommon
|
Can hold up to 200 lbs of items in an extra dimensional space. While wearing this crown, you can swap a weapon or shield into your hand as an object interaction, and may do so 1 additional time per turn. | Dimensional | LeatherMetal | Craft |
|
Helm of Lightning
Helmet, Uncommon
|
This helm has 4 charges. As an action, you can expend up to 4 charges to shoot a bolt of lightning from your helm, forming a 100 ft long, 5 ft wide line. Each creature in the area makes a DC 13 Dex saving throw, taking 1d6 Lightning damage per charge on a failed save, or half as much on a successful one. Regains all charges at dawn. | Lightning | LeatherMetal | Craft |
|
Helm of Magic Missile
Helmet, Uncommon
|
While wearing this helm, you learn the Magic Missile spell and always have it prepared, and can cast it without expending a spell slot once per day. Additionally, whenever you cast Magic Missile, you shoot an additional missile. | Forceful | LeatherMetal | Craft |
|
Helm of Poison Cloud
Helmet, Uncommon
|
Once per day, you can focus on this helm for 1 minute and impart luck on a willing creature within 60 ft. For the next hour, when the creature makes a roll, or if they have an attack rolled against them, they can choose to dismiss this effect and roll an additional d20 and choose the result. If the original roll had advantage/disadvantage, roll this additional dice after the advantage/disadvantage has been applied to the original roll. | Poisonous | LeatherMetal | Craft |
|
Helm of Resting
Helmet, Uncommon
|
Once per day, you can attempt to meditate with the helm. After 1 uninterrupted minute, you can choose up to 5 creatures within 30 feet to gain the benefit of a Short Rest and regain 2d4+4 Hit Points. | Radiant | LeatherMetal | Craft |
|
Helm of Telepathy
Helmet, Uncommon (requires attunement)
|
While wearing this helm, you can learn the Detect Thoughts (DC 13) spell and always have it prepared, and you can cast it without expending a spell slot once per day. In addition to the normal effects of Detect Thought, you can also telepathically communicate with creatures you are focused on. Once per day, you may also use your action to cast the Suggestion (DC 13) spell on a creature you are focused on. | Psychic | LeatherMetal | Craft |
|
Helm of Wind
Helmet, Rare (requires attunement)
|
While wearing this helm, you gain the following benefits: you cannot be surprised. You have blindsight for 10ft. Difficult terrain caused by wind or weather does not effect you. Once per day, as a bonus action, you can gain the effects of the Fly spell for 1 minute. | Zephyrous | LeatherMetal | Craft |
|
Helm of Withering
Helmet, Uncommon
|
Once per day, as an action you can create a 10 ft radius sphere within 60 ft. Each creature of your choice must make a DC 13 Constitution saving throw, taking 4d6 necrotic damage on a fail, or half on a success. Additionally, one creature of your choice can spend and roll one of their Hit Dice and regain that amount of HP plus 3. | Necrotic | LeatherMetal | Craft |
|
Helmet of Ambush
Helmet, Rare (requires attunement)
|
While wearing this helmet, you have advantage on initiative checks, and you and any other creature you choose within 30 ft cannot be surprised. Additionally, if you spend 1 minute focusing on the helmet, you can detect whether there is any creature within 1 mile of you attempting to ambush you. | Thundering | LeatherMetal | Craft |
|
Holy Armor
Armor, Uncommon (requires attunement)
|
This armor has 3 charges. As an action, you can expend 1 charge and gain 2d4+4 temp hit points. Regains charges at dawn. | Radiant | LeatherMetal | Craft |
|
Holy Shawl
Cloak, Uncommon
|
When you are wearing this shawl, you and all creatures friendly to you in a 10 ft radius around you have a +1 to all saving throws. | Radiant | Textile | Craft |
|
Holy Shield
Shield, Uncommon (requires attunement)
|
Once per day, you can cast Protection from Evil and Good on yourself without expending a spell slot. | Radiant | MetalWood | Craft |
|
Holy Weapon
Weapon, Uncommon
|
When dealing damage to aberrations, celestials, elementals, fey, fiends, and undead, you deal an extra die of damage. | Radiant | MetalWood | Craft |
|
Horn of Blasting
Wondrous Item, Rare
|
This horn has three charges. As an action, you can expend a charge to emit a 30 ft cone that can be heard 600 ft away. Each creature must make a DC 15 Constitution save or take 5d6 thunder damage and be deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Creatures and objects made of glass have disadvantage and take 10d6 damage instead. Regains all charges at dawn. | Thundering | Any | Craft |
|
Idol of Health
Wondrous Item, Uncommon (requires attunement)
|
This idol has 3 charges. As a bonus action, you can expend up to 3 charges to heal a creature up to 60 ft away. The creature heals 1d4+1 HP per charge expended. Regains all charges at dawn. | Vital | Any | Craft |
|
Idol of Valmira
Wondrous Item, Uncommon
|
Once per short or long rest, you cast Healing Word without expending a spell slot. | Radiant | Any | Craft |
|
Immovable Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. While wearing this armor, you have resistance to force damage, and have immunity from the magic missile spell. If an effect moves you against your will, you can choose to reduce the amount you move by 10 ft. | Forceful | LeatherMetal | Craft |
|
Immovable Rod
Wondrous Item, Uncommon
|
As an action, cause the rod to become fixed in place until an action is used to unfix the rod. The rod can hold up to 8000 lbs. DC 30 Str to move up to 10 ft. | Earthen | Any | Craft |
|
Improved Elemental Brand
Weapon, Very Rare (requires attunement)
|
+2 weapon that deals 1d8 extra damage of material trait's damage type. Up to three times a day, you can make an attack do an extra 4d8 damage. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | MetalWood | Craft |
|
Instrument of Healing Rest
Wondrous Item, Uncommon
|
When you take a short rest, you can play this instrument. Any friendly creature that can hear the music that uses a Hit Dice to regain health heals an additional 1d6 hit points. | Vital | Gem | Craft |
|
King's Crown
Helmet, Rare (requires attunement)
|
While wearing this crown, you can make your voice boom as if it were 3x as loud. Once per day, you can make a 10 word sentence and all creatures within 300 ft. must make a DC 15 Wisdom save or else believe whatever you said is true for 1 minute. Creatures below 4 Intelligence are unaffected. | Thundering | Gem | Craft |
|
Lens of Horizon
Wondrous Item, Uncommon
|
Once per day, you can activate this monocle. When you do, for the next minute, touch spells gain a range of 30 ft and your other spells have their range doubled. | Zephyrous | Any | Craft |
|
Lesser Elemental Brand
Weapon, Uncommon
|
Weapon that deal 1d4 extra damage of material trait's damage type. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | MetalWood | Craft |
|
Lich's Staff
Weapon, Rare (requires attunement)
|
This staff has 10 charges. You can expend 1 or more charges to cast one of the following spells, with a +7 spell attack and DC 15 spell save: Inflict Wounds (1 charge), Ray of Enfeeblement (2 charges), Animate Dead (3 charges), Blight (4 charges). Regains all charges at dawn. | Necrotic | Wood | Craft |
|
Living Dragon's Breath
Wondrous Item, Uncommon
|
A tiny, ever-burning fireball, with 3 charges. You can expend 1 charge and replace a weapon attack with a 15 ft cone breath weapon. All creatures in the cone must make a DC 13 Dex save or take 3d6 fire damage. Regains all charges at dawn. | Fiery | Any | Craft |
|
Lucky Boots
Boots, Uncommon
|
These boots have 3 charges. As a reaction, when you make an attack, ability check, skill check, or ability save, you can expend 1 charge. When you do, you can roll 1d4 and add it to your results. Regains all charges at dawn. | Radiant | Leather | Craft |
|
Lunar Weapon
Weapon, Uncommon
|
This weapon has 3 charges. When you hit a creature, you can expend a charge to deal an additional 1d10 radiant damage. If the creature is shape-shifted, it reverts to its true form. Regains all charges at dawn. | Radiant | MetalWood | Craft |
|
Magic Snow Globe
Wondrous Item, Uncommon
|
Once per day, you can shake this globe and it will start snowing. An area with a radius of 30 ft centered on you will be difficult terrain for 1 minute. You and any creature you so choose can move through this snow without penalty. | Cold | Any | Craft |
|
Magma Shield
Shield, Rare (requires attunement)
|
Shield with +1 bonus to AC. When an attack from a hostile creature misses you, you can make a creature within 5 ft of you take 1d6 Fire damage. | Fiery | MetalWood | Craft |
|
Melee Weapon of Bracing
Weapon, Uncommon
|
This weapon has 3 charges. When a creature moves within melee range of you, you expend a charge to use your reaction to make an attack against the creature with this weapon, even if you don't have it equipped. Regains all charges at dawn. | Earthen | MetalWood | Craft |
|
Mirror of the Departed
Wondrous Item, Uncommon
|
You can hold this mirror up to a creature that has died in the last 24 hours or a still living creature that has had its HP drop to 0 in the last 10 minutes. When you do this, you can see the last 10 seconds before the creature fell. | Necrotic | Essence | Craft |
|
Mizzium Armor
Armor, Rare
|
Converts critical hits to normal hits. If you make a Strength or Constitution save that would make you take half damage, you take no damage instead. | Earthen | LeatherMetal | Craft |
|
Mordant Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. Once per turn, if a creature hits you with a melee attack, you can choose for them to take 1d6 acid damage. | Acidic | LeatherMetal | Craft |
|
Mordant Shield
Shield, Rare (requires attunement)
|
Shield with +1 bonus to AC. Once per turn, if a creature hits you with a melee attack, you can choose for them to take 1d6 acid damage. | Acidic | MetalWood | Craft |
|
Mordant Weapon
Weapon, Rare (requires attunement)
|
Gain a +1 bonus to attack and damage with this weapon. Once per turn, if you miss a creature with an attack, you can choose for them to take 2d6 acid damage. | Acidic | MetalWood | Craft |
|
Nature's Mantle
Cloak, Uncommon (requires attunement)
|
When you are in an area that is lightly obscured, you can use Hide as a bonus action even if you are being directly observed. | Earthen | Textile | Craft |
|
Necklace of Acuity
Wondrous Item, Uncommon (requires attunement)
|
Once per day, as an action or as a reaction after failing a Wisdom check or saving throw, you have advantage on all Wisdom checks and saving throws for 1 minute. | Fae | Any | Craft |
|
Necklace of Remembrance
Wondrous Item, Uncommon (requires attunement)
|
Once per day, as an action or as a reaction after failing a Intelligence check or saving throw, you have advantage on all Intelligence checks and saving throws for 1 minute. | Arcane | Any | Craft |
|
Necklace of Sociability
Wondrous Item, Uncommon (requires attunement)
|
Once per day, as an action or as a reaction after failing a Charisma check or saving throw, you have advantage on all Charisma checks and saving throws for 1 minute. | Psychic | Any | Craft |
|
Necromancer's Robe
Cloak, Uncommon (requires attunement)
|
This robe has 3 charges. When you cast a spell, you can expend up to 3 charges as a reaction to gain 1d4+4 temp HP per charge. Regains all charges at dawn. | Necrotic | Textile | Craft |
|
Neophyte's Robe
Cloak, Uncommon (requires attunement)
|
While wearing this robe, you have advantage on Constitution saving throws to maintain Concentration. | Vital | Textile | Craft |
|
Orb of Direction
Wondrous Item, Uncommon
|
While holding this orb, you always know which way is north. Once per day, you can cast Locate Object without expending a spell slot. | Dimensional | Metal | Craft |
|
Orb of Subtle Casting
Wondrous Item, Uncommon (requires attunement)
|
This orb has three charges. You can expend a charge to ignore any verbal, somatic, or material components of a spell you cast, except material components that are consumed by the spell or that have a cost specified in the spell. Regains all charges at dawn. | Arcane | Any | Craft |
|
Overcharged Gloves
Gloves, Uncommon
|
When you take damage from an attack, you gain 1 charge in your gloves, up to a maximum of 3 charge, that last until dawn. When you make an attack, you can choose to expend up to 3 charges and do 1d6 extra lightning damage per charge. | Lightning | Leather | Craft |
|
Pearl of Power
Wondrous Item, Uncommon (requires attunement)
|
Once per day, you may regain an expended spell slot, up to 3rd level. | Arcane | Any | Craft |
|
Periapt of Health
Wondrous Item, Uncommon
|
You are immune to contracting any disease. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. | Vital | Gem | Craft |
|
Periapt of Wound Closure
Wondrous Item, Uncommon (requires attunement)
|
You stabilize whenever you are dying at the start of your turn. Whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. | Radiant | Gem | Craft |
|
Phase Weapon
Weapon, Uncommon (requires attunement)
|
This weapon has 3 charges. When you hit a creature with this weapon, you can expend a charge to teleport yourself 10 ft in any direction. Regains all charges at dawn. | Dimensional | MetalWood | Craft |
|
Pipes of the Sewers
Wondrous Item, Uncommon (requires attunement)
|
These pipes have 3 charges. As a bonus action, expend 1 to 3 charges and call forth one swarm of rats per charge. Pipes regain all charges at dawn. | Poisonous | Any | Craft |
|
Pocket Watch of Nonexistence
Wondrous Item, Uncommon
|
Once per day, as an action, you can enter a harmless demiplane for up to 1 minute. | Void | Any | Craft |
|
Poisoner's Gloves
Gloves, Uncommon
|
As an action, you can poison a source of liquid within 5 ft of you. The liquid becomes poisonous, causing anyone who drinks it to become Poisoned for 1 minute. | Poisonous | Leather | Craft |
|
Pole of Growth
Weapon, Uncommon
|
As an action, you can speak a command word to grow this pole to 30 ft. Once it is expanded this way, you have disadvantage when making weapon attacks with the pole. | Dimensional | Wood | Craft |
|
Potion of Adult Dragon Breath
Potion, Rare
|
When you drink this potion and as a bonus action on subsequent turns, you can make a 30 ft cone or 60 ft line breath weapon. Any creature in the cone must make a DC 15 Dexterity saving throw or else take 3d8 of the material trait's damage type, or half as much on a save. Ends after three uses or when 1 hour has passed. | AcidicColdFieryLightningPoisonous | Liquid | Craft |
|
Potion of Antidote
Potion, Uncommon
|
Ends the Poisoned condition. Advantage on Constitution saving throws against being Poisoned and resistant to poison damage for 1 hour. | PoisonousVital | Liquid | Craft |
|
Potion of Breath
Potion, Uncommon
|
You can either gain the effects of Gust of Wind for 1 minute or hold your breath for 1 hour. | Zephyrous | Liquid | Craft |
|
Potion of Calm
Potion, Uncommon
|
Advantage on Wisdom saving throws against being Frightened and cannot be put to sleep by magic for 1 hour. | Fae | Liquid | Craft |
|
Potion of Charm
Potion, Uncommon
|
Advantage on Persuasion and Deception checks for 1 hour. | Fiendish | Liquid | Craft |
|
Potion of Damage
Potion, Uncommon
|
One of your weapons or your Unarmed Strike deal an extra 1d4 of the material trait's damage type for 1 minute. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | Liquid | Craft |
|
Potion of Disguise
Potion, Uncommon
|
Gain the effects of Disguise Self for 1 hour. | Tidal | Liquid | Craft |
|
Potion of Dragon Breath
Potion, Uncommon
|
When you drink this potion and as a bonus action on subsequent turns, you can make a 15 ft cone or 30 ft line breath weapon. Any creature in the cone must make a DC 13 Dexterity saving throw or else take 3d6 of the material trait's damage type, or half as much on a save. Ends after three uses or when 1 hour has passed. | AcidicColdFieryLightningPoisonous | Liquid | Craft |
|
Potion of Flying
Potion, Rare
|
You gain a flying speed of 60ft for 10 minutes. | Zephyrous | Liquid | Craft |
|
Potion of Grapple
Potion, Uncommon
|
For 1 hour, any creature you attempt to grapple has disadvantage on the saving throw. | Forceful | Liquid | Craft |
|
Potion of Growth
Potion, Uncommon
|
Gain the effects of "enlarge" from the Enlarge/Reduce spell for 1 minute. | Dimensional | Liquid | Craft |
|
Potion of Healing
Potion, Uncommon
|
Restores 4d4+4 hit points. | Vital | Liquid | Craft |
|
Potion of Health
Potion, Uncommon
|
Gives 20 temp hit points for 1 hour. | Necrotic | Liquid | Craft |
|
Potion of Luck
Potion, Uncommon
|
You gain advantage on one ability check, attack roll, or saving throw of your choice that you make within 1 hour. | Radiant | Liquid | Craft |
|
Potion of Magic
Potion, Uncommon
|
Regain an expended spell slot, up to 3rd level. | Arcane | Liquid | Craft |
|
Potion of Mind
Potion, Uncommon
|
Advantage on Wisdom saving throws against being Charmed or commanded and advantage on Investigation checks when determining if something is an illusion for 1 hour. | FaePsychic | Liquid | Craft |
|
Potion of Misty Step
Potion, Rare
|
You gain five free casts of Misty Step for 1 hour. | Dimensional | Liquid | Craft |
|
Potion of Remedy
Potion, Uncommon
|
End one of the following conditions; Blinded, Deafened, Paralyzed, Poisoned, Charmed, or Frightened. | Vital | Liquid | Craft |
|
Potion of Resistance
Potion, Uncommon
|
Resistant to the material trait's damage type for 1 hour. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | Liquid | Craft |
|
Potion of Self
Potion, Uncommon
|
Advantage on Charisma saving throws for 1 hour. | Psychic | Liquid | Craft |
|
Potion of Speed
Potion, Uncommon
|
Your walk speed is increased by 10 ft for 1 hour. | Zephyrous | Liquid | Craft |
|
Potion of Steadfast
Potion, Uncommon
|
Advantage on Constitution saving throws against being Paralyzed and are immune to being knocked prone for 1 hour | Thundering | Liquid | Craft |
|
Potion of Stealth
Potion, Uncommon
|
Gain a +10 bonus to Stealth checks for 1 hour. | Void | Liquid | Craft |
|
Potion of Strength
Potion, Uncommon
|
Your Strength score is 21 for 1 hour. | Earthen | Liquid | Craft |
|
Potion of Thought
Potion, Uncommon
|
Advantage on Intelligence saving throws for 1 hour. | Arcane | Liquid | Craft |
|
Potion of Thunder Step
Potion, Rare
|
You gain five free casts of Thunder Step for 1 hour. | Thundering | Liquid | Craft |
|
Potion of Vigor
Potion, Uncommon
|
Advantage on Strength saving throws for 1 hour. | Earthen | Liquid | Craft |
|
Psi Robe
Cloak, Uncommon (requires attunement)
|
While wearing the robe, you are telepathic. You can send messages telepathically, and creatures with an Int of 4 or higher can respond telepathically but cannot initiate communication. | Psychic | Textile | Craft |
|
Quicksilver Key
Wondrous Item, Uncommon
|
Once per day, this key can change shape to unlock a single lock. If the lock is mundane, the key works on it until the next dawn. If the lock is magical, the magic is suppressed for 10 minutes. | Acidic | Any | Craft |
|
Quicksilver Lock
Wondrous Item, Uncommon
|
Once per day, you can apply this liquid to any closed door, window, gate, chest, or other entryway, and it becomes magically locked. You and any creatures you designate can open the lock normally. This lock lasts forever, or until dispelled or used to lock a different object. | Acidic | Any | Craft |
|
Ranged Weapon of Mage Hand
Weapon (Ranged), Uncommon
|
You can forgo one of your attacks to make an object interaction at the range of your attack. You can also choose to send an object no heavier than 10 pounds to the location that can be used as part of the object interaction. | Arcane | MetalWood | Craft |
|
Rebuking Armor
Armor, Uncommon (requires attunement)
|
This armor has 5 charges. When you take damage from a creature you can see within 60 ft, you can use your reaction to expend up to 2 charges. The creature makes a DC 13 Dexterity saving throw, taking 1d10 fire damage per charge on a failed save or half on a successful one. Regains all charges at dawn. | Fiendish | LeatherMetal | Craft |
|
Red Dragonscale Armor
Armor, Rare (requires attunement)
|
Armor with +1 bonus to AC. While wearing this armor, gain resistance to fire damage. | Fiery | LeatherMetal | Craft |
|
Red Dragonscale Shield
Shield, Rare (requires attunement)
|
Shield with +1 bonus to AC. While wielding this shield, gain resistance to fire damage. | Fiery | MetalWood | Craft |
|
Ring of Conjure Air Elemental
Wondrous Item, Rare
|
Once per day, you can use your action to summon a Air Elemental, as if you had cast the Conjure Elemental spell. | Zephyrous | Gem | Craft |
|
Ring of Conjure Earth Elemental
Wondrous Item, Rare
|
Once per day, you can use your action to summon an Earth Elemental, as if you had cast the Conjure Elemental spell. | Earthen | Gem | Craft |
|
Ring of Conjure Fire Elemental
Wondrous Item, Rare
|
Once per day, you can use your action to summon a Fire Elemental, as if you had cast the Conjure Elemental spell. | Fiery | Gem | Craft |
|
Ring of Conjure Water Elemental
Wondrous Item, Rare
|
Once per day, you can use your action to summon a Water Elemental, as if you had cast the Conjure Elemental spell. | Tidal | Gem | Craft |
|
Ring of Elemental Control
Wondrous Item, Uncommon
|
While wearing the ring, you know the Mold Earth, Control Flame, Shape Water, and Gust cantrips. | EarthenFieryTidalZephyrous | Gem | Craft |
|
Ring of Evasion
Wondrous Item, Rare (requires attunement)
|
This ring has 3 charges. When you fail a Dexterity saving throw, you can use your reaction to expend 1 charge and succeed on that saving throw instead. Regains all charges at dawn. | Tidal | Gem | Craft |
|
Ring of Fresh Water
Wondrous Item, Common
|
As an action, can produce up to 5 gallons of clean, fresh water. This ring can also be used to produce sudsy, soapy water to clean any clothing. | Tidal | Gem | Craft |
|
Ring of Mind Shielding
Wondrous Item, 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 knowing your creature type. Creatures can only telepathically communicate with you if you allow it. | Psychic | Gem | Craft |
|
Ring of Minor Evasion
Wondrous Item, Uncommon (requires attunement)
|
Once per day, when you fail a Dexterity saving throw, you can use your reaction to succeed on that saving throw instead. | Zephyrous | Gem | Craft |
|
Ring of Misty Step
Wondrous Item, Uncommon
|
Once per day, you may cast Misty Step without expending a spell slot. | Dimensional | Gem | Craft |
|
Ring of Protection
Wondrous Item, Rare (requires attunement)
|
Gain a +1 bonus to AC and saving throws. | Forceful | Gem | Craft |
|
Ring of Resistance
Wondrous Item, Uncommon (requires attunement)
|
Resistant to material trait's damage type. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | Gem | Craft |
|
Ring of Reverb
Wondrous Item, Uncommon (requires attunement)
|
This ring has 3 charges. When you miss an attack while wearing this ring, you may expend a charge to make the same attack against another target within 10 ft. Regains all charges at dawn. | Thundering | MetalWood | Craft |
|
Ring of Stoneskin
Wondrous Item, Uncommon (requires attunement)
|
Once per day, you can make your skin hard as stone for 1 min. During this time, you are resistant to nonmagical bludgeoning, piercing, and slashing damage. | Earthen | Gem | Craft |
|
Ring of the Autumn Court
Wondrous Item, Uncommon (requires attunement)
|
You have advantage on saving throws against being charmed, and cannot magically be put to sleep. Once per day, you can cast Cause Fear or Charm Person. | Fae | Gem | Craft |
|
Ring of the Epicure
Wondrous Item, Uncommon
|
Resistant to acid damage, and have advantage on saves vs being swallowed and checks to escape being swallowed. | Acidic | Gem | Craft |
|
Ring of the Fae Realm
Wondrous Item, Uncommon (requires attunement)
|
You are able to use the Find Familiar spell without expending a spell slot, and your familiar takes the form of a Sprite. | Fae | Gem | Craft |
|
Ring of the Heavens
Wondrous Item, Uncommon (requires attunement)
|
You are able to use the Find Familiar spell without expending a spell slot, and your familiar takes the form of a Sphinx of Wonder. | Radiant | Gem | Craft |
|
Ring of the Nine Hells
Wondrous Item, Uncommon (requires attunement)
|
You are able to use the Find Familiar spell without expending a spell slot, and your familiar takes the form of an Imp. | Fiendish | Gem | Craft |
|
Ring of the Puzzler
Wondrous Item, Uncommon
|
The ring has 3 charges. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check. Regains all expended charges at dawn. | Arcane | Gem | Craft |
|
Ring of the Sky Lord
Wondrous Item, Uncommon (requires attunement)
|
You are able to use the Find Familiar spell without expending a spell slot, and your familiar takes the form of a Pseudodragon. | Thundering | Gem | Craft |
|
Ring of the Winter Court
Wondrous Item, Uncommon
|
Once a day, if you win a game against an opponent while wearing this ring, they will automatically come under the effects of the Suggestion spell. | Fae | Gem | Craft |
|
Ring of Venom
Wondrous Item, Uncommon
|
Resistant to poison damage, and advantage vs any spell or effect that causes the poisoned condition. | Poisonous | Gem | Craft |
|
Ring of Warmth
Wondrous Item, Uncommon
|
Resistant to cold damage, and can tolerate extreme temperatures. | Cold | Gem | Craft |
|
Ring of Water Whip
Wondrous Item, Uncommon
|
This ring has 3 charges. As an action, expend one charge to create a whip of water with a range of 30 ft. The creature must make a DC 13 Dex save. On a fail, take 1d10 bludgeoning damage and pull it up to 25 ft closer or knock it prone. You may choose for the target to not take damage or be knocked prone. Regains all charges at dawn. | Tidal | Gem | Craft |
|
River Weapon
Weapon, Uncommon
|
The weapon is a +2 weapon. While it is on your person, you have -2 to AC. | Tidal | MetalWood | Craft |
|
Robe of Change Size
Cloak, Uncommon (requires attunement)
|
This robe has 3 charges. You can expend a charge to can cast Enlarge/Reduce on yourself without a spell slot. Regains all charges at dawn. | Dimensional | Textile | Craft |
|
Robe of Power
Cloak, Uncommon (requires attunement)
|
Once a day, when you take the dash or disengage action, you can activate the robe until the end of your turn. While the robe is active, it leaves a trail of lightning wherever you go. Any creature that gets within 5 feet of you during your movement makes a DC 13 Dex saving throw, and takes 4d6 lightning damage on fail or half on a save. | Lightning | Textile | Craft |
|
Robe of the Frostflame
Cloak, Uncommon
|
Whenever a creature within 60 ft of you deals cold or fire damage to you, you may use your reaction to reduce the damage you take by up to 10. You can choose to deal that amount of damage back to the source. This damage is the opposite damage type (cold->fire, fire->cold) that was dealt to you. | ColdFiery | Textile | Craft |
|
Robe of Winter
Cloak, Uncommon (requires attunement)
|
Once per round, if a creature hits you with a melee attack, they take 1d4 cold damage. Additionally, whenever you deal cold damage from something besides this robe, you may choose to deal an additional dice of damage. | Cold | Textile | Craft |
|
Rune of Elemental Attack
Tattoo (Arm), Rare (requires attunement)
|
Your unarmed strike deals an extra 2d6 of the material trait's damage type. | AcidicColdFieryForcefulLightningNecroticPoisonousPsychicRadiantThundering | Dye | Craft |
|
Rune of Greater Elemental Attack
Tattoo (Arm), Very Rare
|
+2 to unarmed strike and it deals 1d8 extra damage of material trait's damage type. Once a day, you can make an unarmed strike do an extra 4d8 damage | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | Dye | Craft |
|
Rune of Greater Elemental Resistance
Tattoo (Chest), Very Rare
|
+2 bonus to AC and resistance to material trait's damage type when not wearing armor. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | Dye | Craft |
|
Rune of Greater Spell Storing
Tattoo (Arm), Rare (requires attunement)
|
An arm tattoo that can store up to 3 levels worth of spells. As a bonus action, you can activate your tattoo. While active, you gain a +1 bonus to attack and damage rolls with unarmed strike and they deal force damage. Once per turn, if you hit a creature with an unarmed strike, you can cast a stored spell (with a cast time of an Action or Bonus Action) as part of the same action. Your tattoos become inactive after 1 minute. | Arcane | Dye | Craft |
|
Rune of Lesser Elemental Attack
Tattoo (Arm), Uncommon
|
Deal 1d4 extra damage of material trait's damage type with an unarmed strike. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | Dye | Craft |
|
Rune of Lesser Elemental Resistance
Tattoo (Chest), Uncommon
|
Resistance to material trait's damage type when not wearing armor. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | Dye | Craft |
|
Rune of Spell Storing
Tattoo (Arm), Uncommon
|
An arm tattoo that can store up to 3 levels worth of spells. While it is holding a spell, becomes a +1 to attack and damage with an unarmed strike, and deal force damage. While this tattoo is active, you can cast any spell stored in it, expending the spell. | Acidic | Dye | Craft |
|
Rune of the Angel's Warmth
Tattoo (Arm), Uncommon
|
You gain a pool of 10 HP that recharges at dawn. When you make an unarmed attack, you can instead choose to spend HP from your pool to heal the target up to the remaining amount in the pool. You can receive this tattoo multiple times, increasing the pool by 10 each time. | Radiant | Dye | Craft |
|
Rune of the Animated Self
Tattoo (Chest), Rare (requires attunement)
|
Gain a +1 bonus to AC while not wearing armor. Once per day as an action, you can animate your body, as if you had cast the Animate Objects spell. During this time, your body parts gain the stats of 10 Small objects and damage you sustain is taken by your animated body parts instead. You are unable to take Actions for the duration. After the duration or once all your animated body parts have reached 0 HP, your body returns to normal. | Arcane | Dye | Craft |
|
Rune of the Astra
Tattoo (Arm), Uncommon
|
When you hit a creature with an unarmed strike, the target becomes Astral until the start of your next turn. If an attack crits an Astral creature, they take 4d8 extra radiant damage and they are no longer Astral. If a creature becomes Umbral while Astral, they immediately take 1d8 radiant damage and are no longer Astral. | Dimensional | Dye | Craft |
|
Rune of the Black Dragonscale
Tattoo (Chest), Rare (requires attunement)
|
Gain a +1 bonus to AC while not wearing armor and gain resistance to acid damage. | Acidic | Dye | Craft |
|
Rune of the Blink Dog
Tattoo (Arm), Rare (requires attunement)
|
Gain a +1 bonus to attack and damage with unarmed strikes. Once per turn, when you hit a creature with an unarmed strike, you can teleport up to 30ft to an unoccupied space you can see. | Dimensional | Dye | Craft |
|
Rune of the Blue Dragonscale
Tattoo (Chest), Rare (requires attunement)
|
Gain a +1 bonus to AC while not wearing armor and gain resistance to lightning damage. | Lightning | Dye | Craft |
|
Rune of the Bonfire
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal fire damage. When you deal fire damage this way, you may choose for a different creature within 5 ft of your target to take 1d6 fire damage. | Fiery | Dye | Craft |
|
Rune of the Cobra
Tattoo (Arm), Rare (requires attunement)
|
Gain a +1 bonus to attack and damage with unarmed strike, and you can choose for your unarmed strikes to deal Poison damage. When you hit a creature with an unarmed strike, they make a DC 15 Constitution saving throw or be Poisoned for 1 minute. If a creature saves this throw, they are immune to its effects for 1 hour. | Poisonous | Dye | Craft |
|
Rune of the Crane's Wing
Tattoo, Rare (requires attunement)
|
This tattoo has three charges. When a creature within 5 ft of you makes a melee attack against you, you can use your reaction to expend up to 3 charges to make an unarmed strike against them. If your attack hits, the creature's attack against you automatically misses, and they take 2d6 extra damage per charge. If your attack crits, the charge(s) used are regained. | Earthen | Dye | Craft |
|
Rune of the Cube's Glut
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal acidic damage. When you deal damage this way, the targets armor or shield takes a -1 penalty for 1 hour (stacks up to -5). If the target's armor reaches 10 AC or 5 stacks, or the targets shield reaches +0, it is destroyed. | Acidic | Dye | Craft |
|
Rune of the Demon's Vengeance
Tattoo, Uncommon
|
Once per day, when a creature brings you to zero hit points, you instead go to 1 hitpoint, and gain 15 temp hit points. For the next minute, you have advantage on all attacks against the creature that triggered this effect. If the creature is still alive after the minute, you fall back to zero hit points. | Fiendish | Dye | Craft |
|
Rune of the Devil's Bargain
Tattoo, Uncommon (requires attunement)
|
Once per day, after failing an ability check, attack, or ability save, you can make another roll and must use the new result. If you fail the new roll, you take 1d8 necrotic damage and regain the use of this ability. | Fiendish | Dye | Craft |
|
Rune of the Dragon's Claw
Tattoo (Arm), Rare (requires attunement)
|
Gain a +1 bonus to attack and damage with unarmed strikes, and you can choose for your unarmed strike sto deal Thundering damage. When you hit a dragon with an unarmed strike, the dragon takes an extra 3d6 damage. | Thundering | Dye | Craft |
|
Rune of the Dragon's Scale
Tattoo (Chest), Rare (requires attunement)
|
Gain a +1 bonus to AC while not wearing armor. You have advantage on saving throws against the Frightful Presence and breath weapons of dragons. | Thundering | Dye | Craft |
|
Rune of the Dragonslayer
Tattoo (Chest), Rare (requires attunement)
|
Gain a +1 bonus to AC while not wearing armor. You have advantage on saving throws against the Frightful Presence and breath weapons of dragons. | Thundering | Dye | Craft |
|
Rune of the Eagle's Wing
Tattoo, Uncommon
|
You can cast Jump on yourself without expending a spell slot. | Zephyrous | Dye | Craft |
|
Rune of the Fairy's Smile
Tattoo, Uncommon
|
You can cast Disguise Self without expending a spell slot. | Fae | Dye | Craft |
|
Rune of the Flamestrike
Tattoo (Arm), Rare (requires attunement)
|
Gain a +1 bonus to attack and damage when making unarmed strikes, and deals Fire damage. Creatures you hit and each creature within 5 ft that you choose, take an additional 1d4 Fire damage. | Fiery | Dye | Craft |
|
Rune of the Flayer's Thought
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal psychic damage. When you deal psychic damage this way, the target has disadvantage on their next Wis save for 1 min. | Psychic | Dye | Craft |
|
Rune of the Gale
Tattoo (Chest), Rare (requires attunement)
|
You have resistance to damage from ranged weapon attacks. If a creature within 10 feet of you is the target of a range attack, you can choose to become the target instead. | Zephyrous | Dye | Craft |
|
Rune of the Golem's Heart
Tattoo (Chest), Rare (requires attunement)
|
You gain +1 bonus to AC, converts critical hits against you to normal hits, and reduces damage from nonmagical bludgeoning, peircing, and slashing damage you take by 3 when you are not wearing armor. | Earthen | Dye | Craft |
|
Rune of the Golem's Skin
Tattoo (Chest), Uncommon
|
Convert critical hits against you to normal hits when not wearing armor. | Earthen | Dye | Craft |
|
Rune of the Green Dragonscale
Tattoo (Chest), Rare (requires attunement)
|
Gain a +1 bonus to AC while not wearing armor and gain resistance to poison damage. | Poisonous | Dye | Craft |
|
Rune of the Hammer
Tattoo (Arm), Rare
|
You gain a +1 bonus to attack and damage with unarmed strikes. The bonus increases to +3 when you attack a construct. If you roll a 20 on an attack roll, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. | Earthen | Dye | Craft |
|
Rune of the Hummingbird
Tattoo, Rare (requires attunement)
|
You are immune to fall damage and the prone condition, and you have resistance to bludgeoning damage. | Zephyrous | Dye | Craft |
|
Rune of the Ice Block
Tattoo, Rare (requires attunement)
|
At the end of your turn, you may choose to roll a d20. On a roll of 11 or higher, your body becomes encased in ice and you are petrified until the start of your next turn. While petrified in this way, you are immune to damage and your senses only work up to 60 ft. away. | Cold | Dye | Craft |
|
Rune of the Lich's Touch
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal necrotic damage. When you deal necrotic damage this way, you can choose to gain 1d4+4 temp HP. | Necrotic | Dye | Craft |
|
Rune of the Mantis' Claw
Tattoo, Uncommon (requires attunement)
|
Once per day, when a creature within 5 ft of you makes a melee attack against you, you can use your reaction to make an unarmed strike against them. If your attack hits, the creature's attack against you automatically misses. If your attack crits, you gain an additional use of this rune for the day. | Earthen | Dye | Craft |
|
Rune of the Martyr's Burden
Tattoo, Uncommon
|
As an action, you can lay your hands on a willing creature. You are able to transfer any amount of hit points from you to the target. You take 5 additional damage for each other time you have used this ability today. | Vital | Dye | Craft |
|
Rune of the Mermaid's Breath
Tattoo, Uncommon
|
Can breath underwater, and gains a swim speed equal to your walk speed. | Tidal | Dye | Craft |
|
Rune of the Misty Step
Tattoo, Uncommon
|
Once per day, you may cast Misty Step without expending a spell slot. | Dimensional | Dye | Craft |
|
Rune of the Oblex
Tattoo (Arm), Rare (requires attunement)
|
Gain a +1 bonus to attack and damage with unarmed strikes, and you can choose for your unarmed strikes to deal Acid damage. Once per turn, if you miss a creature with an attack, you can choose for them to take 2d6 acid damage. | Acidic | Dye | Craft |
|
Rune of the Phoenix's Feather
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal fire damage. When you deal fire damage this way, you gain a fly speed equal to your walk speed until the end of your next turn. | Fiery | Dye | Craft |
|
Rune of the Ram's Horn
Tattoo (Arm), Uncommon
|
When you deal damage with an unarmed strike, you can force the target to move 5 ft back. Once the target is moved this way, they cannot be moved again until the start of their next turn. | Forceful | Dye | Craft |
|
Rune of the Raven's Shadow
Tattoo, Uncommon
|
Once per day, you can use your bonus action to become invisible for 1 minute. If you attack, deal damage, or force a creature to take a saving throw, you become visible again. | Void | Dye | Craft |
|
Rune of the Reaper's Lament
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal necrotic damage. Once per day, when you bring a non construct or undead creature to zero hit points, you can create a spectre from the creature's soul. The spectre has 6 hp, acts on your turn, and dies at dawn. | Necrotic | Dye | Craft |
|
Rune of the Red Dragonscale
Tattoo (Chest), Rare (requires attunement)
|
Gain a +1 bonus to AC while not wearing armor and gain resistance to fire damage. | Fiery | Dye | Craft |
|
Rune of the Scorpion's Sting
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal poison damage. When you deal poison damage this way, the next time the target rolls an attack roll, they must roll a d4 and subtract the number rolled from the attack roll. | Poisonous | Dye | Craft |
|
Rune of the Sky's Song
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal thunder damage. When you deal thunder damage this way, you become resistant to the next non-magical bludgeoning, piercing, and slashing damage you take for 1 minute. | Thundering | Dye | Craft |
|
Rune of the Stoic's Calm
Tattoo, Uncommon (requires attunement)
|
You have advantage on Constitution saving throws to maintain Concentration. | Vital | Dye | Craft |
|
Rune of the Storm's Fury
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal lightning damage. When you deal lightning damage this way, you gain an extra 10 ft of movement to spend until the end of your next turn. You can only gain this bonus once per creature per turn. | Lightning | Dye | Craft |
|
Rune of the Sun
Tattoo (Arm), Rare (requires attunement)
|
When you hit a fiend or undead with an unarmed strike, it deals an additional 2d6 radiant damage. If the target has 25 hit points or fewer, after taking this damage, it must save a DC 15 Wisdom save or else be destroyed. On a success, the target becomes frightened of you until the end of your next turn. | Radiant | Dye | Craft |
|
Rune of the Swallow
Tattoo (Arm), Rare (requires attunement)
|
Gain a +1 bonus to attack and damage rolls with unarmed strikes. Once per day, as a bonus action, you can activate this tattoo for 1 minute. While active, when you take the Attack action you can make one additional unarmed strike as a bonus action. | Zephyrous | Dye | Craft |
|
Rune of the Tiger's Fang
Tattoo (Arm), Rare (requires attunement)
|
Your unarmed strikes gain a +1 bonus to attack and damage rolls, deal an additional 1d6 cold damage, have the Reach property, and you may choose for them to deal cold damage instead of bludgeoning. | Cold | Dye | Craft |
|
Rune of the Umber
Tattoo (Arm), Uncommon
|
When you hit a creature with an unarmed strike, you cause a target to become umbral until the start of your next turn. When an attack misses an umbral creature, the target takes 1d8 cold damage and they are no longer umbral. If a creature becomes astral while umbral, they immediately take 1d8 cold damage and are no longer umbral. | Void | Dye | Craft |
|
Rune of the Warrior's Heart
Tattoo, Uncommon (requires attunement)
|
As a bonus action, heal 1d10+Con HP, once per short or long rest. | Vital | Dye | Craft |
|
Rune of the White Dragonscale
Tattoo (Chest), Rare (requires attunement)
|
Gain a +1 bonus to AC while not wearing armor and gain resistance to cold damage. | Cold | Dye | Craft |
|
Rune of the Wolf's Fang
Tattoo (Arm), Uncommon
|
You can choose for your unarmed strikes to deal cold damage. When you deal cold damage this way, for the next minute, you can choose to make an unarmed attack with a range of 30 ft. | Cold | Dye | Craft |
|
Rune of Wounding
Tattoo (Arm), Rare (requires attunement)
|
Gain a +1 bonus to attack and damage with unarmed strikes, and you can choose for your unarmed strikes to deal Necrotic damage. Once per turn, when you hit a creature you can add a wound to the creature. At the start of a wounded creatures turn, it takes 1d4 necrotic damage per wound, and makes a DC 15 Constitution saving throw, ending the effect of all wounds on a success. Hit points lost to this weapon can only be regained through a short or long rest. | Necrotic | Dye | Craft |
|
Sage's Crown
Helmet, Uncommon
|
This crown has 1 charge. While wearing this crown and concentrating on a spell, you can use a charge to concentrate on a second spell for up to 1 minute. While you are concentrating on two spells, you have disadvantage on maintaining concentration. Regains a charge on a short or long rest. | Arcane | Metal | Craft |
|
Satchel of the Elements
Wondrous Item, Uncommon
|
This bag has 3 charges. When you draw a piece of ammunition or take a throwing weapon from this bag, you can expend a charge to change the damage type of the weapon to either Cold, Fire, or Lightning. If the attack hits, it deals an extra 1d6 damage of the chosen damage type. Regains all charges at dawn. | ColdFieryLightning | Leather | Craft |
|
Savant's Shawl
Cloak, Uncommon (requires attunement)
|
This shawl has one charge. When you cast a cantrip, as a bonus action you can expend one charge to re-cast the cantrip. If your cantrip is a spell attack and you hit with a critical strike, you regain the charge. Regains a charge at dawn. | Arcane | Textile | Craft |
|
Scholar's Shoes
Boots, Uncommon
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When you fail a Dexterity saving throw, as a reaction, you can expend a spell slot to attempt to save instead. The higher the spell slot, the better the attempt: a level 1 slot lets you reroll, a level 2 slot lets you reroll with advantage, and a level 3 or higher automatically succeeds the save. | Arcane | Leather | Craft |
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Scorpion Boots
Boots, Uncommon
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Once per day, as an action you can make a Dexterity (Sleight of Hand) check vs a creature's perception. On a success, the target is poisoned for 1 minute, and are unaware of the source of the poison. | Poisonous | Leather | Craft |
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Sending Stones
Wondrous Item, Uncommon
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Two stones. While holding one of the stones, you can cast Sending without expending a spell slot. The target is the bearer of the other stone. | Thundering | Any | Craft |
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Serene Tea Set
Wondrous Item, Uncommon
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A ceramic tea set. Once per day, if you spend 10 minutes brewing and drinking tea from this set during a Short Rest, you and up to 6 other creatures regain the maximum possible hit points from any Hit Dice spent during that rest. | Vital | Any | Craft |
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Serpent's Weapon
Weapon, Uncommon (requires attunement)
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Once per day, you can use your bonus action to activate this weapon. For 1 minute, each creature hit with this weapon must make a DC 13 Con save or be poisoned until the end of its next turn. | Poisonous | MetalWood | Craft |
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Shadow Armor
Armor, Uncommon
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While wearing this armor, you have advantage on Stealth checks to remain out of sight. | Void | LeatherMetal | Craft |
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Shield of Dragon Slaying
Shield, Rare
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Shield with +1 bonus to AC. This bonus increases to +3 when being attacked by a Dragon. | Thundering | MetalWood | Craft |
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Shield of Empathy
Shield, Uncommon
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This shield has 3 charges. When a creature within 10 ft of you deals damage to a creature other than you, you can use your reaction to expend up to 3 charges. For each charge you expend, reduce the damage dealt by 1d10. Regains all charges at dawn. | Psychic | MetalWood | Craft |
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Shield of Magic Nullification
Shield, Uncommon (requires attunement)
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Once per day, if you are the target of a spell with a single target, you can use your reaction to activate your shield. If the spell is a spell attack, the attacker has disadvantage, or else if you must make a save, you have advantage. If you would take half damage on a successful save, you take no damage instead. | Forceful | MetalWood | Craft |
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Shield of Protection
Shield, Uncommon
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When you make a Dex save where you would normally take half damage, you take no damage instead. | Earthen | MetalWood | Craft |
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Shield of Resistance
Shield, Uncommon (requires attunement)
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Shield with resistance to material trait's damage type. | AcidicColdFieryForcefulLightningNecroticPsychicPoisonousRadiantThundering | MetalWood | Craft |
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Shield of Rusting
Shield, Uncommon
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When a creature makes a melee weapon attack against you, you can use your reaction to give +1 AC vs the attack. If this attack misses you and the weapon was made of nonmagical metal, their weapon has a cumulative -1 bonus to hit for 1 hour. If this bonus reaches -3, the weapon is destroyed. | Acidic | MetalWood | Craft |
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Shield of Sacrifice
Shield, Uncommon (requires attunement)
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When you take damage while holding this shield, you can make a willing creature within 60 ft of you take 1/2 the damage for you. | Fiendish | MetalWood | Craft |
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Shield of the Toad
Shield, Uncommon (requires attunement)
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This shield has 6 charges. When you are hit with a melee attack, you can use your reaction to expend up to 6 charges. When you do the target creature must make a DC 13 Con save or take 1d10 poison damage per charge. Regains all charges at dawn. | Poisonous | MetalWood | Craft |
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Shield of the Yawning Chasm
Shield, Uncommon (requires attunement)
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This shield has 5 charges. As a bonus action, you can make a creature within 5 ft look into the shield. They must make a DC 13 Cha save throw or become frightened of you until the end of their next turn. Regains all charges at dawn. | Void | MetalWood | Craft |
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Simple Weapon of Lightning
Weapon (Simple), Uncommon
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Once a day, you make throw this weapon at a target to make a 5 ft x 120 ft line. Other creatures in this line make DC 13 Dex and take 4d6 lightning on a fail (half on save). The target takes 4d6 lightning damage on a hit. | Lightning | MetalWood | Craft |
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Simple Weapon of Regrowth
Weapon (Simple), Uncommon
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After being thrown, this weapon regrows in the hand of the thrower. Deals 1d4 bonus piercing damage. | Earthen | MetalWood | Craft |
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Simple Weapon of Returning
Weapon (Simple Melee), Uncommon
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Simple weapon with +1 bonus to attack and damage. After you make a thrown weapon attack with this weapon, it appears back in your hand. | Arcane | MetalWood | Craft |
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Skull Helm
Helmet, Rare (requires attunement)
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You are resistant to Cold, Necrotic, and Poison damage. Once per day, you can cast Fear without expending a spellslot. | ColdNecroticPoisonous | LeatherMetal | Craft |
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Slippers of Water Walking
Boots, Uncommon
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You can stand on and move across any liquid surface as if it were solid ground. | Tidal | LeatherTextile | Craft |
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Snowdrift Pin
Wondrous Item, Uncommon
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While wearing this pin, as a bonus action you can touch a dying creature and they become stable. You may also choose whether the stable creature appears dead, with a DC 15 Medicine check to determine it is alive. | Cold | Any | Craft |
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Spidersilk Shroud
Cloak, Uncommon (requires attunement)
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Once per day, you can use your bonus action to activate this shroud. For 1 minute, you exude a poisonous cloud 5 ft around you. Any creature that enters this cloud for the first time or starts its turn inside the cloud must make a DC 13 Con save or take 1d6 poison damage. | Poisonous | Textile | Craft |
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Staff of Bogs
Weapon, Rare (requires attunement)
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This staff has 10 charges. ou can expend 1 or more charges to cast one of the following spells, with a +7 spell attack and DC 15 spell save: Tasha's Caustic Brew (1 charge), Melf's Acid Arrow (2 charges), Hunger of Hadar (3 charges), Vitriolic Sphere (4 charges). Regains all charges at dawn. | Acidic | Wood | Craft |
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Staff of Chilling
Weapon, Rare (requires attunement)
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This staff has 10 charges. ou can expend 1 or more charges to cast one of the following spells, with a +7 spell attack and DC 15 spell save: Ice Knife (1 charge), Web (2 charges), Sleet Storm (3 charges), Ice Storm (4 charges). Regains all charges at dawn. | Cold | Wood | Craft |
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Staff of Fear
Weapon, Rare (requires attunement)
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This staff has 7 charges. You can expend 1 or more charges to cast one of the following spells, with a DC 15 spell save: Command (1 charge), Fear (1 charge), Fear as a 60 ft cone (2 charges). Regains all charges at dawn. | Fiendish | Wood | Craft |
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Staff of Fireball
Weapon, Rare (requires attunement)
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This staff has 7 charges. You can expend 1 or more charges to cast Fireball with a DC 15 spell save, increasing the spell slot level by one for each additional charge you expend. Regains all charges at dawn. | Fiery | Wood | Craft |
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Staff of Healing
Weapon, Rare (requires attunement)
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This staff has 10 charges. You can expend 1 or more charges to cast one of the following spells, with a +7 spell attack and DC 15 spell save: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). Regains all charges at dawn. | Radiant | Wood | Craft |
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Staff of Holding
Weapon, Rare (requires attunement)
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This staff has 7 charges. As an action you can expend 1 charge to make a creature within 60 ft make a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the creature's turn, it can repeat the saving throw. Regains all charges at dawn. | Earthen | Wood | Craft |
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Staff of Lightning Bolt
Weapon, Rare (requires attunement)
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This staff has 7 charges. You can expend 1 or more charges to cast Lightning Bolt with a DC 15 spell save, increasing the spell slot level by one for each additional charge you expend. Regains all charges at dawn. | Lightning | Wood | Craft |
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Staff of Speed
Weapon, Rare (requires attunement)
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This staff has 7 charges. You can expend 1 or more charges to cast one of the following spells, with a DC 15 spell save: Expeditious Retreat (1 charge), Slow (3 charges), or Haste (3 charges). Regains all charges at dawn. | Zephyrous | Wood | Craft |
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Statuette of Restoration
Wondrous Item, Uncommon
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Once per day, you can cast Lesser Restoration without expending a spell slot. | Vital | Wood | Craft |
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Sun Weapon
Weapon, Rare (requires attunement)
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When you hit a fiend or undead with this weapon, it deals an additional 2d6 radiant damage. If the target has 25 hit points or fewer, after taking this damage, it must save a DC 15 Wisdom save or else be destroyed. On a success, the target becomes frightened of you until the end of your next turn. | Radiant | MetalWood | Craft |
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Surgeon's Gloves
Gloves, Uncommon (requires attunement)
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While wearing these gloves, you have advantage on Medicine checks. | Necrotic | Leather | Craft |
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Thundering Gloves
Gloves, Uncommon (requires attunement)
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Gain proficiency with any weapon with the Thrown property. You have a +2 bonus to damage when making a throwing attack with a weapon. | Thundering | Leather | Craft |
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Thundering Ring
Wondrous Item, Rare (requires attunement)
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You are resistant to thunder damage. Additionally, once a day as a reaction when you Thunder Damage, you can choose to nullify the damage completely. | Thundering | Gem | Craft |
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Tiny Construct
Wondrous Item, Uncommon
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A tiny construct. Once per day, use an action to speak a command word to bring it to life for 1 hour. As a bonus action, command it telepathically. | Lightning | Any | Craft |
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Totem of the Cat
Wondrous Item, Uncommon (requires attunement)
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Your Dexterity score is 19 while this totem is on your person. | Tidal | Wood | Craft |
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Umbral Cloak
Cloak, Rare (requires attunement)
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Once per turn, when an attack misses a creature within 20 feet of you, you can cause the target of that attack to take 1d8 necrotic damage. While wearing this cloak, you can take the Hide action as a bonus action. | Void | Textile | Craft |
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Umbral Weapon
Weapon, Uncommon
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When you hit a creature with this weapon, you cause a target to become umbral until the start of your next turn. When an attack misses an umbral creature, the target takes an additional 1d8 cold damage and they are no longer umbral. If a creature becomes astral while umbral, they immediately take 1d8 cold damage and are no longer umbral. | Void | MetalWood | Craft |
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Venomhide Armor
Armor, Uncommon
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When you enter a grapple with a creature, that creature takes 1d10 poison damage. | Poisonous | Leather | Craft |
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Void Step Boots
Boots, Rare
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While wearing these boots, the distance of any teleportation spell that effects you is doubled. | Dimensional | LeatherTextile | Craft |
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Volatile Ember Weapon
Weapon, Uncommon
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Once per day, when you crit with this weapon you can deal 2 extra dice at full damage worth of fire damage (ex 1d12 = 24), and ignites anything flammable in a 5 ft cube. | Fiery | MetalWood | Craft |
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Watch of Rewind
Wondrous Item, Uncommon
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Once per day, you can activate this watch during your turn. You instantly teleport to where you began your turn, regaining any movement you used. | Dimensional | Any | Craft |
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Weapon of "Ouch!"
Weapon, Uncommon
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Whenever you hit a creature with this weapon, you can read its thoughts as if through a Detect Thoughts spell. | Psychic | MetalWood | Craft |
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Weapon of Amplitude
Weapon, Uncommon
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Once per day, as a bonus action, you can speak a command word and activate this weapon for 1 minute. While active, the weapon becomes a +11 weapon, and deactivates after you hit with it. If you miss while this weapon is active, you take 8d6 fire damage and roll a d20. On a 1, the weapon is destroyed. | Fiery | MetalWood | Craft |
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Weapon of Blinking
Weapon, Rare (requires attunement)
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Gain a +1 bonus to attack and damage rolls with this weapon. Once per turn, when you hit a creature with this weapon, you can teleport up to 30ft to an unoccupied space you can see. | Dimensional | MetalWood | Craft |
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Weapon of Corrosion
Weapon, Uncommon
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This weapon does an extra 1d4 acid damage. Whenever you miss an attack with this weapon, you can use your reaction to make the target take 1d4 acid damage. | Acidic | MetalWood | Craft |
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Weapon of Crushing
Weapon, Rare (requires attunement)
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Thundering | MetalWood | Craft | |
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Weapon of Dragon Hunting
Weapon, Uncommon
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When dealing damage to dragons with this weapon, you deal an extra die of damage. | Thundering | MetalWood | Craft |
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Weapon of Dragon Slaying
Weapon, Rare (requires attunement)
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Gain a +1 bonus to attack and damage with this weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. | Thundering | MetalWood | Craft |
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Weapon of Flame
Weapon, Uncommon
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When you hit a target with this weapon, you can choose for a different creature within 5 ft of your target to take 1d6 fire damage. | Fiery | MetalWood | Craft |
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Weapon of Flamestrike
Weapon, Rare (requires attunement)
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Gain a +1 bonus to attack and damage with this weapon, and deals fire damage. Creatures you hit and each creature within 5 ft that you choose, take an additional 1d4 Fire damage. | Fiery | MetalWood | Craft |
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Weapon of Frostflame
Weapon, Uncommon
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You can use your bonus action to change the damage type of this weapon to either deal cold or fire damage. This weapon deals an extra 1d4 damage of that type. | ColdFiery | MetalWood | Craft |
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Weapon of Grasping Roots
Weapon, Uncommon
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When you hit a creature with this weapon, their speed is reduced by 10 ft until the start of your next turn. | Earthen | MetalWood | Craft |
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Weapon of Greater Spell Storing
Weapon, Rare (requires attunement)
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A weapon that can store up to 3 levels worth of spells. As a bonus action, you can activate your weapon. While active, you gain a +1 bonus to attack and damage rolls and deals force damage. Once per turn, if you hit a creature with an attack, you can cast a stored spell (with a cast time of an Action or Bonus Action) as part of the same action. Your weapon become inactive after 1 minute. | Arcane | MetalWood | Craft |
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Weapon of Maneuvering
Weapon, Uncommon
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This weapon has 3 charges. Whenever you hit a creature with this weapon, you can expend a charge to choose a friendly creature that can see or hear you. That creature can use its reaction to move up to half its speed without provoking an attack of opportunity. Regains all expended charges at dawn. | Zephyrous | MetalWood | Craft |
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Weapon of Mist
Weapon, Uncommon (requires attunement)
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When you hold this weapon, you can point it at a space you can see within 40 feet of you. For 1 minute, or until a strong wind dispels it, a thick, cold mist covers a 20-foot radius, centered on the point you targeted. The mist heavily obscures the area and counts as difficult terrain. When a creature enters the mist for the first time or starts its turn there, it takes 1d4 cold damage. You cannot use the staff in this way again until the next dawn. | Cold | MetalWood | Craft |
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Weapon of Reaping
Weapon, Uncommon (requires attunement)
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This weapon has 3 charges. When you hit a creature, you can expend a charge as a reaction and regain 1d4 HP. Regains all charges at dawn. | Necrotic | MetalWood | Craft |
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Weapon of Rusting
Weapon, Uncommon
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A weapon nonmagical metal armors and shields. When you hit a creature with a melee weapon attack, you can choose to corrode either an armor or shield that is being worn or carried by the target. The targeted object takes a cumulative -1 penalty to the AC it offers that last 1 hour. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus this way is destroyed. If the object isn't being worn or carried by a creature there is no effect. | Acidic | MetalWood | Craft |
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Weapon of Smiting
Weapon, Rare
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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 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. | Earthen | MetalWood | Craft |
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Weapon of Speed
Weapon, Rare (requires attunement)
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Gain a +1 bonus to attack and damage rolls with this weapon. Once per day, as a bonus action, you can activate this weapon for 1 minute. While active, when you take the Attack action you can make one additional attack with this weapon as a bonus action. | Zephyrous | MetalWood | Craft |
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Weapon of Spell Storing
Weapon, Uncommon
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A weapon that can store up to 3 levels worth of spells. While it is holding a spell, becomes a +1 weapon. While wielding the weapon, you can cast any spell stored in it, expending the spell. | Arcane | MetalWood | Craft |
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Weapon of Storms
Weapon, Uncommon (requires attunement)
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This weapon has 5 charges. As an action, you can expend up to 5 charges to form a storm cloud, centered on a point you can see within 200 ft and spreading to a radius of 200 ft. Each creature under the cloud makes a DC 13 Dex saving throw or takes 1d6 lightning damage per charge on a fail. Regains all charges at dawn. | Lightning | MetalWood | Craft |
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Weapon of Sympathy
Weapon, Uncommon
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This weapon has 3 charges. When a creature within 10 ft of you takes damage, you can use your reach to expend up to 3 charges. For each charge you expend, reduce the damage dealt by 1d10. Regains all charges at dawn. | Psychic | MetalWood | Craft |
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Weapon of the Autumn Court
Weapon, Uncommon
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While holding this weapon, you have advantage on Insight checks made to determine a creature’s emotional state. In addition, once per day, when you hit a creature with this weapon, you can choose to deal no damage. If you do, the target must succeed on a DC 13 Wisdom saving throw or be charmed by you for 1 minute. A creature can only be charmed in this way once a day. | Fae | MetalWood | Craft |
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Weapon of the Spring Court
Weapon, Uncommon
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While holding this weapon, you have advantage on Persuasion checks against creatures with an Intelligence score above 4, but only if you know their name. In addition, once per day when you hit a creature with this weapon, you can make them make a DC 13 Strength saving throw or be restrained by vines until the start of your next turn. | Fae | MetalWood | Craft |
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Weapon of the Summer Court
Weapon, Uncommon
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While holding this weapon, you have advantage on Intimidation checks against creatures with an Intelligence score above 4, but only if the creature can see flame, sunlight, or firelight. Additionally, this weapon deals 1d4 bonus fire damage. | Fae | MetalWood | Craft |
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Weapon of the Void
Weapon, Uncommon (requires attunement)
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This weapon has 3 charges. When you hit a creature with this weapon, you can expend up to 3 charges to make them make a DC 13 Cha saving throw. On a fail, the creature enters a harmless demiplane for 1 round per charge, returning at the end of your turn. Regains all charges at dawn. | Void | MetalWood | Craft |
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Weapon of the Winter Court
Weapon, Uncommon
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While holding this weapon, you have advantage on Stealth checks made in dim light or darkness. In addition, when you hit a creature with this weapon, their speed is reduced by 10 ft until the end of your next turn. If they are already slowed by this effect, they take 1d6 cold damage instead. | Fae | MetalWood | Craft |
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Weapon of Tripping
Weapon, Uncommon
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This weapon has 3 charges. Whenever you hit a creature with this weapon, you can expend a charge to make the creature make a DC 13 Strength saving throw or else be knocked prone. Regains all charges at dawn. | Forceful | MetalWood | Craft |
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Weapon of Vengeance
Weapon, Uncommon (requires attunement)
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A +1 weapon. Whenever you take damage in combat, you must make a DC 15 Wis save or else are cursed to fight the enemy to the death. The sword becomes a +3 weapon and you must attack this enemy until they drop to 0 hit points, afterwhich the sword returns to +1. | Fiendish | MetalWood | Craft |
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Weapon of Wounding
Weapon, Rare (requires attunement)
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Gain a +1 bonus to attack and damage with this weapon. Once per turn, when you hit a creature you can add a wound to the creature. At the start of a wounded creatures turn, it takes 1d4 necrotic damage per wound and makes a DC 15 Constitution saving throw, ending the effect of all wounds on a success. Hit points lost to this weapon can only be regained through a short or long rest. | Necrotic | MetalWood | Craft |
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Weaver's Thread
Wondrous Item, Uncommon
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Whenever a spell you are concentrating on ends due to breaking concentration, you may use your reaction to extend the duration of the spell until the end of your next turn. | Psychic | Textile | Craft |
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Whisperwind Vial
Wondrous Item, Uncommon
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This item has three charges. As a bonus action, you can expend a charge and gain one of three effects for 1 minute: Make no sound while moving, jump distance is doubled, or move across water and vertical surface while moving. Regains all charges at dawn. | Zephyrous | Any | Craft |
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White Dragonscale Armor
Armor, Rare (requires attunement)
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Armor with +1 bonus to AC. While wearing this armor, gain resistance to cold damage. | Cold | LeatherMetal | Craft |
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White Dragonscale Shield
Shield, Rare (requires attunement)
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Shield with +1 bonus to AC. While wielding this shield, gain resistance to cold damage. | Cold | MetalWood | Craft |
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Winged Boots
Boots, Uncommon (requires attunement)
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For 1 minute, you can gain a flying speed equal to your walk speed. If you are flying when the duration expires, you descend slowly until you land. Regains charge after not being used for an hour. | Zephyrous | Leather | Craft |
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Winged Weapon
Weapon, Uncommon
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As a bonus action, you can speak a command word and activate this weapon. While it is active, it becomes a +1 weapon and becomes thrown (30/120). | Zephyrous | MetalWood | Craft |
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Wings of Flying
Cloak, Rare (requires attunement)
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This cloak has two charges. As an action, you can expend a charge to give yourself a flying speed for 60ft for 1 hour, or until you use an action to deactive it. Regains all charges at dawn. | Zephyrous | Textile | Craft |