Acquired from Owlbear Nest:
Horn of Silent Alarm [Cardinal]
Illuminator's Tattoo [Argus]
Dread Helm [Tarron]
Brooch of Shielding [Argus]
Cloak of the Winter Wolf [Cardinal]
Purchased in Nameless Village:
Living Gloves (Brewers' Supplies) [Polaris]
Blood Spear [Charles]
Javelin of Lightning [Uriel]
Puzzle Box [Tarron]
Purchased from Pruen:
Shield, +1 [Charles]
Rapier of Warning, +1 [Aurelia]
Forbidden Knowledge [Argus]
Potion of Dragon's Majesty [Charles]
Black Coin [Tarron]
Empowered by Alicia:
Silver Medallion [Felys]
Purchased in Dracotal:
Smoldering Armor (studded leather) [Tarron]
Charlatan's Die [Tarron]
Medal of the Horizonback [Charles]
Coin of Delving [Felys]
Orb of Shielding [Cardinal]
Earring of Message [Argus]
Acquired by Tarron:
The Seven Sins [Tarron]
??????? [Tarron]
Given by Sebastian:
Ring of Spell-Storing [Cardinal]
Acquired from the Dragon's Maw:
Demon Armor [Tarron]
Frozen Vault [Tarron]
Cloak of Billowing [Tarron]
Boots of False Tracks [Tarron]
Perfume of Bewitching [Charles]
Shiftweave [Uriel]
Rope of Mending [Felys]
Ring of Jumping [Polaris]
Dust of Corrosion [Tarron]
Circlet of Human Perfection [Tarron]
Potion of Animal Friendship [Uriel]
Pipes of Haunting [Argus]
Boots of Striding and Springing [Tarron]
Robe of Serpents [Cardinal]
Restorative Ointment [Tarron]
Dagger of Venom [Argus]
Gavel of the Venn Rune [Charles]
Cape of the Mountebank [Aurelia]
Potion of Heroism [Argus]
Potion of Threefold Obedience [Argus]
Potion of Pumping Blood [Tarron]
Sealed Silence [Tarron]
Potion of Reincarnation [Felys]
Acquired from Towns:
Serpent Scale Armor [Tarron]
Eldritch Claw Tattoo [Polaris]
Hell Hound Cloak [Felys]
Feywild Shard [Cardinal]
Headband of Intellect [Argus]
"Luckstone" [Cardinal]
Acquired in Pruen:
2x Potion of Moving Earth [???]
Claws of the Umber Hulk [Polaris]
Acquired from Mutated White Dragon's Hoard:
Shortsword of Life Stealing [Felys]
Necklace of Prayer Beads [Uriel]
Ioun Stone of Sustenance
Wonderous item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Wonderous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.
Wonderous item, uncommon
A masterfully skinned pelt of a winter wolf. The cloak retains some of the wolf's features, granting the wielder the following benefits:
Snow Camouflage. The wearer has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Cold Resistance. When the wearer takes cold damage, it can use its reaction to gain resistance to cold damage until the start of their next turn. Once you use this feature, you cannot use it again until the next dawn.
Weapon (spear), uncommon (requires attunement)
When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
Any creature can wield the spear, but only a character chosen by Odianne to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Armor (shield), uncommon (+1)
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Weapon (rapier), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Potion, very rare
By drinking this potion, you peer into the heart of the universe and learn knowledge you were never meant to know, a fact respected by the following permanent benefits:
You have resistance to psychic damage.
You are unaffected by side effects caused by a high density of magical energy.
If you are tethered to another creature (meaning you have some kind of mental or spiritual connection, such as a telepathic link), you can force the other creature to contest its Charisma (Deception) check against your Wisdom (Insight) check. If you succeed, you learn a memory of the other creature. This memory is shown in brief visions that meld with reality and aren't always completely accurate.
Potion, legendary
This potion looks like liquid gold, with a single scale from a silver dragon suspended in it. When you drink this potion, you transform into a young silver dragon. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the young dragon instead of your own, but you retain your languages, personality, and memories. You can’t use a dragon's Change Shape or its legendary or lair actions.
Wondrous Item, uncommon
Mask Otherworldly Presence. While a creature originally from a different universe is within 1 mile of this medallion, its presence is masked to appear as though it had originated from the universe it is currently in. This property only functions against passive detection methods and can be bypassed at the DM's discretion.
Compass. While a creature is wearing this medallion, it can use an action to know the direction of a specific target. The target of this property is determined when it is created. Once this action is used, it cannot be used again until the next dawn.
Tracker. The location of this medallion is always known to the target of the Compass property.
Wondrous item, common
When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.
Wondrous item, common
This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.
Wondrous item, common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the Message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Weapon, unknown rarity (requires attunement by a Creature of Non-Good Alignment)
This item appears to be a normal weapon. However, it is far from ordinary. This blade houses the essence of a great evil. In fact, it houses 7 great evils. These evils, or sins, once held much greater power until they were each killed. Their creator has since found another use for them in the form of this item.
Sentience. The Seven Sins is a sentient neutral evil weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. At the weapon's discretion, it can form eyes and mouths on the surface of the item to see and speak.
7 Shattered Souls. At the weapon's discretion, it can change its form into different weapons. You can force the weapon to change forms as a bonus action. When forced to change forms, roll a d8 to determine which form it takes on.
1. A cleaver that deals 1d10 slashing damage and has the heavy property.
2. A greatsword that deals an extra 1d6 damage when you score a critical hit.
3. A dagger that returns to your hand after thrown. If you kill a creature with this dagger, you can choose to have its corpse condensed into a 1-inch cube, leaving any items on it was wearing or carrying untouched.
4. A light crossbow that creates magical ammunition which disappears after it is used again and therefore does not have the loading property.
5. A whip that can force its target to make a Strength saving throw (DC of 8 + your attack bonus with the whip) on a hit or be grappled by the whip. When a creature is grappled by the whip, you cannot make attacks with it.
6. A mace that deals an extra 1 damage for every 5 gp the target is carrying (maximum of 5 extra damage).
7. A longsword that deals 1d12 slashing damage if your current hit points are equal to your maximum.
8. Reroll the d8
Give In. As a bonus action, you can allow the souls inside the weapon to infest your mind with sinful thoughts, forcing you to expend one fourth of your total Hit Dice. Roll a d100 to determine which effect occurs. Alternatively, you can expend one half of your total Hit Dice to choose which effect rather than rolling.
100. Roll the d100 twice and gain both features simultaneously.
99-86. Gluttony. After killing a small or larger creature, your conscience fades momentarily as the weapon takes hold of your mind and instantly consumes the corpse of the creature. Your conscience then returns, and you regain a number of hit points equal to the creature's constitution score.
85-72. Wrath. When a creature hits you with an attack, you can use your reaction to make an opportunity attack with advantage against it.
71-58. Envy. After hitting a creature with an attack, you can alter your body to take on the form of the creature. This transformation does not affect any nonmagical items you are wearing or carrying. Your transformation lasts until you dismiss it.
57-44. Sloth. If you end your turn without dealing damage or inflicting a condition, you gain a bonus to your AC and all saving throws equal to your proficiency bonus until the start of your next turn.
43-30. Lust. When a creature attempts to hit you with an attack, you can use your reaction to force the creature to make a Charisma saving throw or be forced to target a different creature of your choice with the attack. The DC of the saving throw is equal to your Charisma score.
29-16. Greed. After hitting a creature with an attack, you can take an item of your choice that the creature is carrying.
15-2. Pride. You gain a damage threshold equal to twice your level. Additionally, you suffer no visible harm when you take damage of any kind.
1. Unknown
The effect lasts for 1 minute. During the duration of the effect, your personality shifts to exemplify the sin that corresponds to the feature. If you attempt a course of action against the corresponding sin, you have a -10 to any attack rolls, ability checks, or saving throws made during such acts.
Arise Anew. When you make an attack with this weapon against a magic item and hit, the weapon will consume the item, unless it is a soul coin, artifact, or sentient item. Consuming magic items allows this weapon to grow in power. The stronger the items it consumes the stronger it becomes.
Forged in Hellfire. The weapon has the following additional properties:
This weapon is considered a hellfire weapon for the purposes of destroying soul coins.
All holy water within 10 feet of the weapon is destroyed.
Creatures with a challenge rating of 0, as well as plants that aren’t creatures, drop to 0 hit points when within 10 feet of the weapon.
Infernal Link. This weapon was crafted by a powerful devil and is eternally tethered to it. As such, if it so chooses, the devil can see, hear, or speak through the weapon.
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Wondrous Item, rare
A metal band with an ever-present layer of frost. It is cold to the touch, but not enough to cause any significant injury. If placed in a confined space, it will gradually decrease the ambient temperature.
Cold Storage. As an action or bonus action, a creature wearing this item can choose one item it is wearing or carrying, except for this item. The chosen item teleports into the extradimensional space connected to this item. Alternatively, the creature can choose one item it knows of inside the extradimensional space, teleporting it to an unoccupied space within 5 feet of you.
The extradimensional space connected to this item can hold up to 1,000 pounds. Sentient items and artifacts cannot be targeted with this feature. Time is suspended within the extradimensional space. If this item is destroyed, its contents are scattered across the divine realm of Nix and all creatures within 10 feet of it immediately take 6d6 cold damage.
Frost Curse. Whenever a creature uses the Cold Storage property of this item, it takes cold damage equal to the weight of the item in pounds, minimum of 1.
Wondrous Item, common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
Wondrous Item, common
While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.
Wondrous Item, common
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.
Wondrous Item, common
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Wondrous Item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will but can target only yourself when you do so.
Wondrous Item, uncommon
As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.
Wondrous Item, uncommon (requires attunement by a humanoid)
This circlet is an uncommon magic item called a circlet of human perfection. Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer’s statistics and racial traits don’t change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.
Potion, uncommon
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Wondrous Item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Wondrous Item, uncommon (requires attunement)
A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 4 stylized serpents, all brightly colored.
As a bonus action on your turn, you can transform one of the robe’s serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can’t return to the robe. When all of the robe’s snakes have detached, the robe becomes a nonmagical garment.
Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 4 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Wondrous Item, rare (requires attunement)
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.
Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest.
Gift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:
Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
Wondrous Item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Potion, rare
When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).
This potion’s blue liquid bubbles and steams as if boiling.
Potion, rare
In its initial state, the potion does nothing if consumed. The potion only has an effect if another creature places a drop of its blood into the potion before it is consumed.
For the purposes of description, the creature whose blood activated the potion will be referred to as the blood giver and the creature who drank the potion will be referred to as the potion drinker.
Upon drinking an activated potion, the potion drinker must succeed on a DC 15 Wisdom saving throw or be charmed by the blood giver. While charmed in this way, the blood giver can give the potion drinker an order, forcing it to make a DC 20 Wisdom saving throw. On a failed save, it obeys the order to the best of its ability. After obeying the order, the potion drinker is aware it was compelled to obey, but not why or how.
Once the blood giver has given three orders, regardless of whether or not the potion drinker succeeds or fails, all of the potion's effects fade.
Potion, rare
When you drink this potion, for the next hour, you gain advantage on all Constitution saving throws and regain the maximum number of hit points possible from any healing. However, while under the effects of this potion, you have disadvantage on death saving throws.
Potion, rare
A creature can use an action to uncork this potion, causing all sound nearby to be absorbed into the bottle. No sound can be created within or pass through a 10-foot-radius sphere centered on the bottle. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
The potion's effect lasts until it is corked or otherwise sealed, which requires an action.
Potion, rare
By pouring this potion on a dead creature or a piece of a dead creature, which has been dead no longer than 5 days and wasn't a construct or undead, the potion forms a new adult body for it using the corpse and then calls the soul to enter that body. The formation of the new body takes 1 hour to complete.
If the creature was not humanoid, it takes on an altered human appearance. For example, a dragon may retain its horns, tail, and some patches of scales or an elemental might have tinted skin and hair made of its element.
If the creature was a humanoid, the DM rolls a d10 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.
For humanoids, the features granted by their prior race are replaced with those of its new race. For other creatures, their statistics remain unchanged.
Weapon (quarterstaff), legendary (requires attunement)
An ornate metal torch with four prongs that can collapse onto the center to extinguish the flame (which causes it to look like a short ornate rod with a bulb on one end). The flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
By attuning to the item, the wielder can cause the torch's prong to open or collapse at will and can cause the torch to light itself (no action required).
In order to use any of this item's other features, the attuned wielder must meet the listed requirement.
Guardsmen's Weapon (requires the wielder to be at least 3rd level).
The wielder can use a bonus action to cause the length of the torch to extend outward in either direction, causing it to become quarterstaff. The torch remains extended until you use a bonus action to retract it or drop it.
Follow the Light (requires the wielder to be at least 5th level).
You gain an additional bonus to attack and damage rolls made with this weapon equal to half your proficiency bonus, rounded down.
Healing Fire (requires the wielder to be at least 5th level and use more than half of its hit dice in a single short rest).
When taking a short rest, you and all allies within the light of the torch regain the maximum number of hit points from each expended hit dice.
Fire of War (requires the wielder to be at least 7th level).
If the torch is lit while extended, the four prong merge into two and rest on either side of the center flame, which now burns in the shape of a spearhead. When lit, the quarterstaff becomes a spear, which deals 3d6 fire damage instead of its normal piercing damage.
Blood Flame (requires the wielder to be at least 7th level and to have killed a creature with fire damage).
After killing a creature with fire damage, you gain a 1 blood flame. When you miss an attack roll, you can expend 1 blood flame to reroll the attack roll. You can have up to 20 blood flames and can use any number of them on an attack. In addition, you deal 5 additional fire damage on the attack for every blood flame expended.
Pass on the Torch (requires the wielder to be at least 9th level).
You gain the power to transfer your luck to others. When you have advantage or a bonus on an attack roll, ability check, or saving throw, you can choose to forgo the advantage or bonus and instead grant it to a creature within the light of the torch, allowing it to roll its next ability check, attack roll, or saving throw with advantage or add the bonus to the roll.
Pyroportation (requires the wielder to be at least 11th level).
After you make an attack using this weapon, you can choose to teleport to the spear, appearing in an unoccupied space within 5 feet of the target, or teleport the spear to you, appearing back in your hand.
Detonation (requires the wielder to be at least 13th level).
When you hit a creature with this weapon, you can cause it to detonate. Each creature within 10 feet of the attack's target, including the target, must make a DC 15 Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Once this property is used, it cannot be used again until 1 hour has passed.
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Wondrous Item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Wondrous Item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
Wondrous Item, uncommon (requires attunement by a sorcerer)
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn.
Wondrous Item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.
Wondrous Item, uncommon (requires attunement by a creature missing an arm)
This item replaces a lost arm. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Armblade. As a bonus action, you can extend the one of the following options from your forearm or retract it into there.
- A razor-thin wire with the statistics of a whip
- A dagger
- A set of Thieves' Tools
While it is extended, you can use the weapon or tool as if you were holding it, and you can't use that hand for other purposes. You cannot have two options extended at the same time.
Potion, rare
You gain a burrow speed equal to your walk speed and can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. The effects of this potion fade after 1 hour.
Wondrous Item, rare (requires attunement)
These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).
While wearing the claws, you can’t manipulate objects or cast spells with somatic components.
Weapon (shortsword), rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Wondrous Item, rare (requires attunement by a Cleric or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
2x Blessing - Bless
2x Curing - Cure wounds (2nd level) or lesser restoration