Magic Items

310 items found

Name Type Rarity Atn? Description Traits Types Tools
+1 Arcane Grimoire Wondrous Item Uncommon Yes +1 bonus to attack rolls and saving throws of your spells. Arcane Leather Leatherworker's Tools
+1 Armor Armor Uncommon Armor with +1 bonus to AC. Any Leather, Metal Leatherworker's Tools, Smith's Tools
+1 Armor of Resistance Armor Rare Yes Armor with +1 bonus to AC and resistance to material trait's damage type. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Leather, Metal Leatherworker's Tools, Smith's Tools
+1 Natural AC Tattoo (Chest) Uncommon +1 bonus to AC when not wearing armor. Any Dye Calligrapher's Supplies
+1 Shield Shield Uncommon Shield with +1 bonus to AC. Any Metal, Wood Carpenter's Tools, Smith's Tools
+1 Shield of Resistance Shield Rare Yes Shield with +1 bonus to AC and resistance to material trait's damage type. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Metal, Wood Carpenter's Tools, Smith's Tools
+1 Unarmed Attack Tattoo (Arm) Uncommon +1 bonus to attack and damage with an unarmed strike. Any Dye Calligrapher's Supplies
+1 Weapon Weapon Uncommon Weapon with +1 bonus to attack and damage. Any Metal, Wood Carpenter's Tools, Smith's Tools
+2 Arcane Grimoire Wondrous Item Rare Yes +2 bonus to attack rolls and saving throws of your spells. Arcane Leather Leatherworker's Tools
+2 Armor Armor Rare Armor with +2 bonus to AC. Any Leather, Metal Leatherworker's Tools, Smith's Tools
+2 Armor of Resistance Armor Very Rare Yes Armor with +2 bonus to AC and resistance to material trait's damage type. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Leather, Metal Leatherworker's Tools, Smith's Tools
+2 Natural AC Tattoo (Chest) Rare +2 bonus to AC when not wearing armor. Any Dye Calligrapher's Supplies
+2 Shield Shield Rare Shield with +2 bonus to AC. Any Metal, Wood Carpenter's Tools, Smith's Tools
+2 Shield of Resistance Shield Very Rare Yes Shield with +2 bonus to AC and resistance to material trait's damage type. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Metal, Wood Carpenter's Tools, Smith's Tools
+2 Unarmed Attack Tattoo (Arm) Rare +2 bonus to attack and damage with an unarmed strike. Any Dye Calligrapher's Supplies
+2 Weapon Weapon Rare Weapon with +2 bonus to attack and damage. Any Metal, Wood Carpenter's Tools, Smith's Tools
+3 Armor Armor Very Rare Armor with +3 bonus to AC. Any Leather, Metal Leatherworker's Tools, Smith's Tools
+3 Natural AC Tattoo (Chest) Very Rare +3 bonus to AC when not wearing armor. Any Dye Calligrapher's Supplies
+3 Shield Shield Very Rare Shield with +3 bonus to AC. Any Metal, Wood Carpenter's Tools, Smith's Tools
+3 Unarmed Attack Tattoo (Arm) Very Rare +3 bonus to attack and damage with an unarmed strike. Any Dye Calligrapher's Supplies
+3 Weapon Weapon Very Rare Weapon with +3 bonus to attack and damage. Any Metal, Wood Carpenter's Tools, Smith's Tools
Acid Boots Boots Uncommon Yes 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 Leatherworker's Tools
Adamantite Armor Armor Uncommon Armour that converts any critical hit to a normal hit. Earthen Leather, Metal Leatherworker's Tools, Smith's Tools
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 Jeweler's Tools
Amulet of Speak with Dead Wondrous Item Uncommon Once per day, you may cast Speak With Dead without expending a spell slot. Necrotic Gem Jeweler's Tools
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 Weaver's Tools
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 Tinker's Tools
Apprentice Robes Cloak Uncommon Yes Your Intelligence score is 19 while wearing these robes. Arcane Textile Weaver's Tools
Arcane Grimoire Wondrous Item Very Rare Yes +3 bonus to attack rolls and saving throws of your spells. Arcane Leather Leatherworker's Tools
Armor of Greater Speed Armor Rare While wearing this armor, your speed is increased by 20 ft. Zephyrous Leather, Metal Leatherworker's Tools, Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
Armor of Mental Fortitude Armor Uncommon Yes You have advantage on Intelligence saving throws. Psychic Metal, Wood Carpenter's Tools, Smith's Tools
Armor of Resistance Armor Uncommon Yes Armor with resistance to material trait's damage type. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Leather, Metal Leatherworker's Tools, Smith's Tools
Armor of Speed Armor Uncommon While wearing this armor, your speed is increased by 10 ft. Zephyrous Leather, Metal Leatherworker's Tools, Smith's Tools
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 Metal, Wood Carpenter's Tools, Smith's Tools
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 Tinker's Tools
Bag of Holding Wondrous Item Uncommon A dimensional bag that can hold up to 500 lbs, not exceeding 64 cubic feet. Dimensional Leather, Textile Leatherworker's Tools, Weaver's Tools
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. Fae, Earthen Leather Leatherworker's Tools
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 Leatherworker's Tools
Bell of Swapping Wondrous Item Uncommon Yes 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 Tinker's Tools
Blood Armor Armor Uncommon Yes 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 Leatherworker's Tools
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 Tinker's Tools
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 Tinker's Tools
Bone Shield Shield Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
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 Metal, Wood Carpenter's Tools, Smith's Tools
Boots of Balance Boots Uncommon Yes You gain proficiency in Acrobatics. If you are already proficient, you add double your proficiency bonus to checks you make with them. Tidal Leather Leatherworker's Tools
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 Leatherworker's Tools
Boots of Disappearance Boots Uncommon Yes 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 Leatherworker's Tools
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 Leatherworker's Tools
Boots of Evasion Boots Uncommon While you are wearing these boots, Opportunity Attacks against you have disadvantage. Zephyrous Leather Leatherworker's Tools
Boots of Health Boots Uncommon Yes While wearing these boots, any time you heal HP, you heal an additional 1d4 HP. Vital Leather Leatherworker's Tools
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 Leatherworker's Tools
Boots of the Athlete Boots Uncommon Yes You gain proficiency in Athletics. If you are already proficient, you add double your proficiency bonus to checks you make with them. Forceful Leather Leatherworker's Tools
Boots of the Autumn Court Boots Uncommon Yes 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 Leatherworker's Tools
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 Leatherworker's Tools
Boots of the Winterlands Boots Uncommon Resistant to cold damage, ignore difficult terrain in snow, tolerate extreme temperatures. Cold Leather Leatherworker's Tools
Boots of Thunder Step Boots Uncommon Yes Once per day, you can cast Thunder Step with a DC 13 spell save. Thundering Leather Leatherworker's Tools
Brooch of Dogma Wondrous Item Uncommon Yes While wearing this brooch, you can have advantage on Religion checks. Radiant Gem Jeweler's Tools
Brooch of Likability Wondrous Item Uncommon Yes Your Charisma score is 19 while wearing this pin. Psychic Any Tinker's Tools
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 Jeweler's Tools
Brooch of Shielding Wondrous Item Uncommon Yes You have resistance to force damage, and are immune to damage from the Magic Missile spell. Forceful Gem Jeweler's Tools
Brooch of the Diplomat Wondrous Item Uncommon Yes 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 Jeweler's Tools
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 Carpenter's Tools
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 Weaver's Tools
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 Tinker's Tools
Charm of the Spring Court Wondrous Item Uncommon Yes 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 Tinker's Tools
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 Smith's Tools
Circlet of Acid Arrow Helmet Uncommon Once per day, you can cast Melf's Acid Arrow with a spell attack of +5. Acidic Gem Jeweler's Tools
Circlet of Aiding Helmet Uncommon Once per day, you can cast Aid. Vital Gem Jeweler's Tools
Circlet of Blasting Helmet Uncommon Once per day, use can cast Scorching Ray with a spell attack of +5. Fiery Gem Jeweler's Tools
Circlet of Blustering Helmet Uncommon Once per day, you can cast Gust of Wind with a DC 13 spell save. Zephyrous Gem Jeweler's Tools
Circlet of Grounding Helmet Uncommon Once per day, you can cast Earthbind with a DC 13 spell save. Earthen Gem Jeweler's Tools
Circlet of Invisibility Helmet Uncommon Once per day, you can cast the Invisibility spell. Void Gem Jeweler's Tools
Circlet of Shatter Helmet Uncommon Once per day, you can cast Shatter with a DC 13 spell save. Thundering Gem Jeweler's Tools
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 Jeweler's Tools
Cloak of Elvenkind Cloak Uncommon Yes 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 Weaver's Tools
Cloak of the Phoenix Cloak Uncommon Yes 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 Weaver's Tools
Crowded Cloak Cloak Uncommon Yes 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 Weaver's Tools
Crown of Wisdom Helmet Uncommon Yes Your Wisdom score is 19 while wearing this crown. Fae Gem Jeweler's Tools
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 Leatherworker's Tools
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 Weaver's Tools
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 Weaver's Tools
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 Tinker's Tools
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 Tinker's Tools
Devil's Penny Wondrous Item Uncommon Yes 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 Tinker's Tools
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 Leatherworker's Tools
Drape of Hollow Cloak Uncommon Yes 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 Weaver's Tools
Earring of Alarm Wondrous Item Uncommon Once per day, you may cast Alarm without expending a spell slot. Thundering Gem Jeweler's Tools
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 Jeweler's Tools
Earring of the Abyss Wondrous Item Uncommon Yes 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 Jeweler's Tools
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 Weaver's Tools
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 Jeweler's Tools
Elemental Brand Weapon Rare Yes +1 weapon that deals 1d6 extra damage of material trait's damage type. Once a day, you can make an attack do an extra 2d6 damage Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Metal, Wood Carpenter's Tools, Smith's Tools
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 Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
Emberfire Ring Wondrous Item Uncommon Yes 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 Jeweler's Tools
Emberfire Shield Shield Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Eyes of the Eagle Wondrous Item Uncommon Yes 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 Tinker's Tools
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 Tinker's Tools
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 Leatherworker's Tools
Flying Simple Weapon Weapon 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 Metal, Wood Carpenter's Tools, Smith's Tools
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 Jeweler's Tools
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 Metal, Wood Carpenter's Tools, Smith's Tools
Gauntlet of Ogre Power Gloves Uncommon Yes Your Strength score is 19 while wearing these gauntlets. Forceful Metal Smith's Tools
Giant's Bracelets Gloves Uncommon Yes 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 Leather, Metal Leatherworker's Tools, Smith's Tools
Girdle of Dragon Defense Wondrous Item Uncommon Yes 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 Leatherworker's Tools
Girdle of Iron Stomach Wondrous Item Uncommon Yes Your Constitution score is 19 while wearing this girdle. Vital Leather Leatherworker's Tools
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 Leatherworker's Tools
Gloves of Antimagic Gloves Uncommon Yes 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 Leatherworker's Tools
Gloves of Archery Gloves Uncommon Yes Gain proficiency with shortbow and longbow. You have +2 bonus to damage made with such weapons. Fae Leather Leatherworker's Tools
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 Leatherworker's Tools
Gloves of Burning Hands Gloves Uncommon Once per day, you can cast Burning hands with a spell save DC of 13. Fiery Leather Leatherworker's Tools
Gloves of Devil's Charm Gloves Uncommon Yes You gain proficiency in Persuasion. If you are already proficient, you add double your proficiency bonus to checks you make with them. Fiendish Leather Leatherworker's Tools
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 Leatherworker's Tools
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 Leatherworker's Tools
Gloves of Missile Snaring Gloves Uncommon Yes 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 Leatherworker's Tools
Gloves of Spell Mastery Gloves Uncommon Yes 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 Leatherworker's Tools
Gloves of Swimming and Climbing Gloves Uncommon Yes 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 Leatherworker's Tools
Gloves of the Liar Gloves Uncommon Yes You gain proficiency in Deception. If you are already proficient, you add double your proficiency bonus to checks you make with them. Cold Leather Leatherworker's Tools
Gloves of the Thief Gloves Uncommon Yes 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 Leatherworker's Tools
Gloves of Tossing Gloves Uncommon Yes 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 Leatherworker's Tools
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 Leatherworker's Tools
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 Leatherworker's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
Helm of Telepathy Helmet Uncommon Yes 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 Leather, Metal Leatherworker's Tools, Smith's Tools
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 Leather, Metal Leatherworker's Tools, Smith's Tools
Holy Armor Armor Uncommon Yes 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 Leather, Metal Leatherworker's Tools, Smith's Tools
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 Weaver's Tools
Holy Shield Shield Uncommon Yes Once per day, you can cast Protection from Evil and Good on yourself without expending a spell slot. Radiant Metal, Wood Carpenter's Tools, Smith's Tools
Holy Weapon Weapon Uncommon When dealing damage to aberrations, celestials, elementals, fey, fiends, and undead, you deal an extra die of damage. Radiant Metal, Wood Carpenter's Tools, Smith's Tools
Idol of Health Wondrous Item Uncommon Yes 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 Tinker's Tools
Idol of Valmira Wondrous Item Uncommon Once per short or long rest, you cast Healing Word without expending a spell slot. Radiant Any Tinker's Tools
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 Tinker's Tools
Improved Elemental Brand Weapon Very Rare Yes +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. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Metal, Wood Carpenter's Tools, Smith's Tools
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 Jeweler's Tools
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 Tinker's Tools
Lesser Elemental Brand Weapon Uncommon Weapon that deal 1d4 extra damage of material trait's damage type. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Metal, Wood Carpenter's Tools, Smith's Tools
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 Tinker's Tools
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 Leatherworker's Tools
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 Metal, Wood Carpenter's Tools, Smith's Tools
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 Tinker's Tools
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 Metal, Wood Carpenter's Tools, Smith's Tools
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 Tinker's Tools
Nature's Mantle Cloak Uncommon Yes 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 Weaver's Tools
Necklace of Acuity Wondrous Item Uncommon Yes 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 Tinker's Tools
Necklace of Remembrance Wondrous Item Uncommon Yes 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 Tinker's Tools
Necklace of Sociability Wondrous Item Uncommon Yes 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 Tinker's Tools
Necromancer's Robe Cloak Uncommon Yes 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 Weaver's Tools
Neophyte's Robe Cloak Uncommon Yes While wearing this robe, you have advantage on Constitution saving throws to maintain Concentration. Vital Textile Weaver's Tools
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 Smith's Tools
Orb of Subtle Casting Wondrous Item Uncommon Yes 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 Tinker's Tools
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 Leatherworker's Tools
Pearl of Power Wondrous Item Uncommon Yes Once per day, you may regain an expended spell slot, up to 3rd level. Arcane Any Tinker's Tools
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 Jeweler's Tools
Periapt of Wound Closure Wondrous Item Uncommon Yes 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 Jeweler's Tools
Phase Weapon Weapon Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Pipes of the Sewers Wondrous Item Uncommon Yes 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 Tinker's Tools
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 Tinker's Tools
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 Leatherworker's Tools
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 Carpenter's Tools
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. Poisonous, Vital Liquid Alchemist's Supplies
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 Alchemist's Supplies
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 Alchemist's Supplies
Potion of Charm Potion Uncommon Advantage on Persuasion and Deception checks for 1 hour. Fiendish Liquid Alchemist's Supplies
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. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Liquid Alchemist's Supplies
Potion of Disguise Potion Uncommon Gain the effects of Disguise Self for 1 hour. Tidal Liquid Alchemist's Supplies
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. Acidic, Cold, Fiery, Lightning, Poisonous Liquid Alchemist's Supplies
Potion of Grapple Potion Uncommon For 1 hour, any creature you attempt to grapple has disadvantage on the saving throw. Forceful Liquid Alchemist's Supplies
Potion of Growth Potion Uncommon Gain the effects of "enlarge" from the Enlarge/Reduce spell for 1 minute. Dimensional Liquid Alchemist's Supplies
Potion of Healing Potion Uncommon Restores 4d4+4 hit points. Vital Liquid Alchemist's Supplies
Potion of Health Potion Uncommon Gives 20 temp hit points for 1 hour. Necrotic Liquid Alchemist's Supplies
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 Alchemist's Supplies
Potion of Magic Potion Uncommon Regain an expended spell slot, up to 3rd level. Arcane Liquid Alchemist's Supplies
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. Fae, Psychic Liquid Alchemist's Supplies
Potion of Remedy Potion Uncommon End one of the following conditions; Blinded, Deafened, Paralyzed, Poisoned, Charmed, or Frightened. Vital Liquid Alchemist's Supplies
Potion of Resistance Potion Uncommon Resistant to the material trait's damage type for 1 hour. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Liquid Alchemist's Supplies
Potion of Self Potion Uncommon Advantage on Charisma saving throws for 1 hour. Psychic Liquid Alchemist's Supplies
Potion of Speed Potion Uncommon Your walk speed is increased by 10 ft for 1 hour. Zephyrous Liquid Alchemist's Supplies
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 Alchemist's Supplies
Potion of Stealth Potion Uncommon Gain a +10 bonus to Stealth checks for 1 hour. Void Liquid Alchemist's Supplies
Potion of Strength Potion Uncommon Your Strength score is 21 for 1 hour. Earthen Liquid Alchemist's Supplies
Potion of Thought Potion Uncommon Advantage on Intelligence saving throws for 1 hour. Arcane Liquid Alchemist's Supplies
Potion of Vigor Potion Uncommon Advantage on Strength saving throws for 1 hour. Earthen Liquid Alchemist's Supplies
Psi Robe Cloak Uncommon Yes 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 Weaver's Tools
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 Tinker's Tools
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 Tinker's Tools
Ranged Weapon of Mage Hand Weapon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Rebuking Armor Armor Uncommon Yes 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 Leather, Metal Leatherworker's Tools, Smith's Tools
Ring of Elemental Control Wondrous Item Uncommon While wearing the ring, you know the Mold Earth, Control Flame, Shape Water, and Gust cantrips. Earthen, Fiery, Tidal, Zephyrous Gem Jeweler's Tools
Ring of Evasion Wondrous Item Rare Yes This ring has 3 charges. When you fail a dexterity throw, you can use your reaction to use one charge and succeed that saving throw instead. Regains all charges at dawn. Tidal Gem Jeweler's Tools
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 Jeweler's Tools
Ring of Mind Shielding Wondrous Item Uncommon Yes 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 Jeweler's Tools
Ring of Minor Evasion Wondrous Item Uncommon Yes Once per day, when you fail a Dexterity saving throw, you can use your reaction to succeed on that saving throw instead. Zephyrous Gem Jeweler's Tools
Ring of Misty Step Wondrous Item Uncommon Once per day, you may cast Misty Step without expending a spell slot. Dimensional Gem Jeweler's Tools
Ring of Resistance Wondrous Item Uncommon Yes Resistant to material trait's damage type. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Gem Jeweler's Tools
Ring of Reverb Wondrous Item Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Ring of Stoneskin Wondrous Item Uncommon Yes 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 Jeweler's Tools
Ring of the Autumn Court Wondrous Item Uncommon Yes 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 Jeweler's Tools
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 Jeweler's Tools
Ring of the Fae Realm Wondrous Item Uncommon Yes 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 Jeweler's Tools
Ring of the Heavens Wondrous Item Uncommon Yes 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 Jeweler's Tools
Ring of the Nine Hells Wondrous Item Uncommon Yes 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 Jeweler's Tools
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 Jeweler's Tools
Ring of the Sky Lord Wondrous Item Uncommon Yes 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 Jeweler's Tools
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 Jeweler's Tools
Ring of Venom Wondrous Item Uncommon Resistant to poison damage, and advantage vs any spell or effect that causes the poisoned condition. Poisonous Gem Jeweler's Tools
Ring of Warmth Wondrous Item Uncommon Resistant to cold damage, and can tolerate extreme temperatures. Cold Gem Jeweler's Tools
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 Jeweler's Tools
River Weapon Weapon Uncommon The weapon is a +2 weapon. While it is on your person, you have -2 to AC. Tidal Metal, Wood Carpenter's Tools, Smith's Tools
Robe of Change Size Cloak Uncommon Yes 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 Weaver's Tools
Robe of Power Cloak Uncommon Yes 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 Weaver's Tools
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. Cold, Fiery Textile Weaver's Tools
Robe of Winter Cloak Uncommon Yes 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 Weaver's Tools
Rune of Elemental Attack Tattoo (Arm) Rare Yes +1 bonus attack and damage with an unarmed strike, and your unarmed strike deals an extra 1d6 of the material trait's damage type. If you hit the same creature twice in one turn, your second hit deals an extra 1d6 damage. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Dye Calligrapher's Supplies
Rune of Elemental Resistance Tattoo (Chest) Rare Yes +2 bonus to AC and resistance to material trait's damage type when not wearing armor. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Dye Calligrapher's Supplies
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 Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Dye Calligrapher's Supplies
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. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Dye Calligrapher's Supplies
Rune of Lesser Elemental Attack Tattoo (Arm) Uncommon Deal 1d4 extra damage of material trait's damage type with an unarmed strike. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Dye Calligrapher's Supplies
Rune of Lesser Elemental Resistance Tattoo (Chest) Uncommon Resistance to material trait's damage type when not wearing armor. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Dye Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
Rune of the Devil's Bargain Tattoo Uncommon Yes 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 Calligrapher's Supplies
Rune of the Eagle's Wing Tattoo Uncommon You can cast Jump on yourself without expending a spell slot. Zephyrous Dye Calligrapher's Supplies
Rune of the Fairy's Smile Tattoo Uncommon You can cast Disguise Self without expending a spell slot. Fae Dye Calligrapher's Supplies
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 Calligrapher's Supplies
Rune of the Golem's Skin Tattoo (Chest) Uncommon Convert critical hits against you to normal hits when not wearing armor. Earthen Dye Calligrapher's Supplies
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 Calligrapher's Supplies
Rune of the Mantis' Claw Tattoo Uncommon Yes 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 Calligrapher's Supplies
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 Calligrapher's Supplies
Rune of the Mermaid's Breath Tattoo Uncommon Can breath underwater, and gains a swim speed equal to your walk speed. Tidal Dye Calligrapher's Supplies
Rune of the Misty Step Tattoo Uncommon Once per day, you may cast Misty Step without expending a spell slot. Dimensional Dye Calligrapher's Supplies
Rune of the Oblex Tattoo (Arm) Rare Yes +1 bonus to attack and damage with an unarmed strike. 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 and the target takes an addition 2d6 acid damage at the start of its turn. The target or an adjacent creature can use its action to neutralize the acid. Acidic Dye Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
Rune of the Stoic's Calm Tattoo Uncommon Yes You have advantage on Constitution saving throws to maintain Concentration. Vital Dye Calligrapher's Supplies
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 Calligrapher's Supplies
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 Calligrapher's Supplies
Rune of the Warrior's Heart Tattoo Uncommon Yes As a bonus action, heal 1d10+Con HP, once per short or long rest. Vital Dye Calligrapher's Supplies
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 Calligrapher's Supplies
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 Smith's Tools
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. Cold, Fiery, Lightning Leather Leatherworker's Tools
Savant's Shawl Cloak Uncommon Yes 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 Weaver's Tools
Scholar's Shoes Boots Uncommon 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 Leatherworker's Tools
Scorpion Boots Boots Uncommon 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 Leatherworker's Tools
Sending Stones Wondrous Item Uncommon 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 Tinker's Tools
Serene Tea Set Wondrous Item Uncommon 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 Tinker's Tools
Serpent's Weapon Weapon Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Shadow Armor Armor Uncommon While wearing this armor, you have advantage on Stealth checks to remain out of sight. Void Leather, Metal Leatherworker's Tools, Smith's Tools
Shield of Empathy Shield Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Shield of Magic Nullification Shield Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Shield of Protection Shield Uncommon When you make a Dex save where you would normally take half damage, you take no damage instead. Earthen Metal, Wood Carpenter's Tools, Smith's Tools
Shield of Resistance Shield Uncommon Yes Shield with resistance to material trait's damage type. Acidic, Cold, Fiery, Forceful, Lightning, Necrotic, Psychic, Poisonous, Radiant, Thundering Metal, Wood Carpenter's Tools, Smith's Tools
Shield of Rusting Shield Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Shield of Sacrifice Shield Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Shield of the Toad Shield Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Shield of the Yawning Chasm Shield Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Simple +1 Weapon of Returning Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Simple Weapon of Lightning Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Simple Weapon of Regrowth Weapon Uncommon After being thrown, this weapon regrows in the hand of the thrower. Deals 1d4 bonus piercing damage. Earthen Metal, Wood Carpenter's Tools, Smith's Tools
Slippers of Water Walking Boots Uncommon You can stand on and move across any liquid surface as if it were solid ground. Tidal Leather, Textile Leatherworker's Tools, Weaver's Tools
Snowdrift Pin Wondrous Item Uncommon 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 Tinker's Tools
Spidersilk Shroud Cloak Uncommon Yes 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 Weaver's Tools
Statuette of Restoration Wondrous Item Uncommon Once per day, you can cast Lesser Restoration without expending a spell slot. Vital Wood Carpenter's Tools
Surgeon's Gloves Gloves Uncommon Yes While wearing these gloves, you have advantage on Medicine checks. Necrotic Leather Leatherworker's Tools
Thundering Gloves Gloves Uncommon Yes 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 Leatherworker's Tools
Tiny Construct Wondrous Item Uncommon 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 Tinker's Tools
Totem of the Cat Wondrous Item Uncommon Yes Your Dexterity score is 19 while this totem is on your person. Tidal Wood Carpenter's Tools
Umbral Weapon Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Venomhide Armor Armor Uncommon When you enter a grapple with a creature, that creature takes 1d10 poison damage. Poisonous Leather Leatherworker's Tools
Volatile Ember Weapon Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Watch of Rewind Wondrous Item Uncommon 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 Tinker's Tools
Weapon of "Ouch!" Weapon Uncommon Whenever you hit a creature with this weapon, you can read its thoughts as if through a Detect Thoughts spell. Psychic Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Amplitude Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Corrosion Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Dragon Hunting Weapon Uncommon When dealing damage to dragons with this weapon, you deal an extra die of damage. Thundering Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Flame Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Frostflame Weapon Uncommon 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. Cold, Fiery Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Grasping Roots Weapon Uncommon When you hit a creature with this weapon, their speed is reduced by 10 ft until the start of your next turn. Earthen Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Maneuvering Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Mist Weapon Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Reaping Weapon Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Rusting Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Spell Storing Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Storms Weapon Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Sympathy Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of the Autumn Court Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of the Spring Court Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of the Summer Court Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of the Void Weapon Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of the Winter Court Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Tripping Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weapon of Vengeance Weapon Uncommon Yes 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 Metal, Wood Carpenter's Tools, Smith's Tools
Weaver's Thread Wondrous Item Uncommon 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 Weaver's Tools
Whisperwind Vial Wondrous Item Uncommon 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 Tinker's Tools
Winged Boots Boots Uncommon Yes 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 Leatherworker's Tools
Winged Weapon Weapon Uncommon 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 Metal, Wood Carpenter's Tools, Smith's Tools