Execute. Once per short rest, you can make a ranged attack against a creature within 5 feet. When attacking in this way, you have advantage on the attack roll rather than disadvantage. Additionally, if you kill the creature with the attack, you gain temporary hit points equal to the damage you dealt.
Mayhem. As a bonus action, you can pull on the forces of chaos and disorder, choosing a creature within 60 feet. Roll a d20 and then a d100. These numbers will determine a random effect that occurs relative to the chosen creature. There are a total of 297 random effects with varying levels of severity. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Conqueror's Kingdom. You emit an overwhelming aura within a 60-foot radius around you, conquering the very land you walk on. When a hostile creature enters the area of your kingdom, or starts its turns within it, it must succeed on a Strength saving throw in order to move. On a success, it can move, but it treats the area within your Kingdom as difficult terrain. On a failure, it cannot move into, or within, the area of your kingdom. Additionally, you can use an action to cause your kingdom to descend into chaos. When your kingdom descends into chaos, all hostile creatures within its bounds must succeed on a Strength saving throw or take 10d8 force damage and be pushed back to the edge of the kingdom. Once you cause your kingdom to descend into chaos, this feature becomes inert and unusable until the end of your next long rest.
Wonderous Item, legendary (requires attunement by a creature with skin)
Unique Attunement. Once a creature placed the Skin of Wrath on its head, it immediately attunes to the Skin of Wrath. During the process of attunement, sharp metal spikes impale the creature and it takes 10d6 piercing damage. If the creature is reduced to 0 hitpoints from this damage, the attunement is not complete. Additionally, a creature can only end its attunement with the Skin of Wrath if Greater Restoration is cast on it or it dies.
Hardened Skin. While you are not wearing any armor, your Armor Class equals 18 + your Constitution modifier or your Dexterity modifier. You can use a shield and still gain this benefit.
Abyssal Armor. You have advantage on saving throws against spells and other magical effects. Additionally, you have immunity to cold, fire, and lightning damage.
Overheat. Once per short rest, as an action, you can blast out blistering hot air from your body. All creatures of your choice within 10 feet are forced to succeed a DC 15 Constitution saving throw, taking fire damage on a failed save, or half as much damage on a successful one. The fire damage is a number of d8s equal to twice your proficiency bonus.
Wrathful Spirit. When your current hit points is less than half of your maximum hit points, your weapon attacks deal an extra fire damage equal to 5 times your proficiency bonus. Additionally, once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
Uncontrollable Rage. When you are dealt damage by a creature, you must succeed a DC 20 Wisdom saving throw or become unable to attack any other creature other than the one that damaged you until it is dead or you finish a short or long rest. Additionally, after you kill a creature, you must succeed a DC 20 Wisdom saving throw or be forced to attack a random creature you can see on your turn for 1 minute.
Weapon (revolver), rare (requires attunement)
This revolver has been infused with the power of the Diamond of Smiting, giving it the following benefits:
- The revolver deals an extra 1d8 radiant damage to any target it hits.
- The revolver can be used with the Paladin's Divine Smite feature.
A revolver deals 2d8 piercing, weighs 3 pounds, and has the following properties:
Ammunition (Firearms), (Range 40/120), Reload (6 shots)
Wondrous Item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
- Your Constitution score increases by 2, to a maximum of 20.
- You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
- You have advantage on saving throws against poison, and you have resistance against poison damage.
- You have darkvision out to a range of 60 feet.
- You can speak, read, and write Dwarvish.
Wondrous Item, uncommon
This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can’t do so again until the next dawn.
Ring, uncommon
This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
Wondrous Item, rare
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet.
The dice has been weighed down on the 11 and 12 as to only roll a 1 and 2, always causing the following result.
The dodecahedron explodes and the DM rolls a d12, causing the dice to be destroyed on a 1 or 2. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
Euphoric Joy. Once per short rest, as an action, you can fill the mind of a creature within 30 feet with nothing but pure joy. The creature must succeed on a Charisma saving throw against your spell save DC or be charmed for 1 minute. The creature makes another Charisma saving throw at the end of each of its turns. On a successful save, it is no longer charmed. If the creature has taken damage since its last turn, it makes the saving throw with advantage. While charmed in this way, the creature must use its movement on its turn to move in a random direction and take a random action.
Comfort. When you see a creature take damage from any source, you can use your reaction to shield it from pain and lessen the damage taken by 3d10 + your wisdom modifier. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.
Merciful Compassion. When a creature within 60 feet is reduced to a number of hit points less than or equal to your level, you can choose to show it compassion and end its pitiful existence, reducing it to 0 hit points. Alternatively, you can use an action to instantly reduce all creatures within 60 feet that have a number of hit points less than or equal to twice your level to 0 hit points. Once the alternative version of this feature is used, the feature is unusable until the end of your next long rest.
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals
Its properties are unknown.
Wonderous Item, rare
The glasses have 3 charges. While you wear them, you can use an action to expend 1 charge and cast guiding bolt at 2nd level.
Alternatively, you can expend 3 charges to cast guiding bolt at 2nd level twice, while still only using one action.
The glasses regain 1d4-1 expended charge daily at dawn. If the glasses are reduced to 0 charges, roll a d20. On a 1, the glasses disappear in a burst of radiance.
Weapon (longsword), rare (requires attunement by a member of the Hamildell bloodline)
When the Wind Blows. When you use your Second Wind class feature, the wind around you protects you from incoming attacks. Until the start of your next turn, any attack rolls against you are at disadvantage.
Lord's Command. When you use your Action Surge class feature, you can choose a creature within 30 feet of you. The chosen creature can use its reaction to make one weapon attack on a target within its range.
Master Tactician. After you finish a long rest, you can change all of your chosen maneuvers. Additionally, when you gain a level in the fighter class, you can change your Fighting Style.
Cut Spirit. At the end of your turn, if you missed all attacks you took on that turn, all creature within 5 feet of you must make a DC 13 Wisdom saving throw or be frightened by you.
Iron Will. When you use your Indomitable class feature, you have resistance against bludgeoning, piercing, and slashing damage until the end of your next turn.
Stolen Silver. After reducing a creature to 0 hit points with Silver Sabre, you can choose to make an opposed constitution check against the creature. If you succeed, you can choose one of the creature's traits or actions. The chosen ability can then be used by the attuned wielder of the Silver Sabre. After this feature is used four times total, the Silver Sabre loses this feature.
Soul-Devouring Shriek (Recharge 6) [<25% HP Only]. You cry a terrifying shriek, causing spectral maws appear around every creature of your choice within 30 feet. Each creature you choose must make a Charisma saving throw against your maneuver save DC, taking necrotic damage on a failed save, or half as much damage on a successful one. The damage is a number of d10s equal to twice your proficiency bonus. Additionally, if a creature dies from the damage dealt to it, you regains 10 hit points for each creature.
Jealousy. After a creature does an action, reaction, movement, or even free action that you cannot do, you becomes jealous of the creature's ability. When you are jealous of a feature, you can use that feature for the next minute. If the feature is a spell, the spell doesn't require a spell slot or any material components to cast. Once you use a feature that you are jealous of, you cannot do so again until you finish a long rest.
Precious. If a creature attempt to hit you with an attack, you can force the creature to roll with disadvantage. On a miss, the attack instead hits a different creature of your choice within 5 feet of the attacker, which can be the attacker itself.
Wondrous Item, very rare
As an action, you can throw the P.O.K.E.B.A.L.L. at a creature within 10 feet of you. Make a ranged weapon attack against the target, trapping the target within the item on a success. At the start of the target's first turn within the item, it can make a Wisdom saving throw to break free of the item and reemerge outside the item within 5 feet. The DC of the Wisdom saving throw is depended on the ratio between the target's current and maximum hit points.
100% - DC 1
75% - DC 5
50% - DC 10
25% - DC 15
Weapon (longsword), legendary (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing black flames to erupt from the blade. These flames shed no light and are not hot. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual). [Note: This stops any attempt at resurrection.]
[Note: The Hellfire Blade can be used to destroy a soul coin.]
Wonderous Item, legendary (requires attunement by a creature with blood)
Unique Attunement. Once a creature consumes the Blood of Gluttony, it immediately attunes to the Blood of Gluttony and all other blood in the area instantly surrounds it and is absorbed into the creature. During the process of absorption, the creature takes 10d6 piercing damage. If the creature is reduced to 0 hitpoints from this damage, the attunement is not complete. Additionally, a creature can only end its attunement with the Blood of Gluttony if Greater Restoration is cast on it or it dies. While attuned to The Blood of Gluttony, you can You can attune to up to one additional magic items at once.
Swift Regeneration. When you complete a short rest, you regain all lost hit points and all expended hit dice.
Acidic Blood. When you take piercing or slashing damage, each creature within 5 feet of you takes acid damage equal to 5 times your proficiency bonus. Additionally, you have immunity to acid damage and poison damage as well as the poisoned condition.
Corrosive Saliva. You can now eat any nonmagical material without suffering any negative side effects. Additionally, as an attack, you can make an unarmed strike to bite a target within 5 feet, dealing 2d6 piercing and acid damage equal to 5 times your proficiency bonus.
Bottomless Stomach. When you eat an object, you can choose to have it enter an extradimensional plane, rather than being digested. The stomach can carry up to 1000 pounds of weight. As an action, you can regurgitate an object inside your stomach. [Note: You need to be able to fit an object in your mouth to put it in your stomach.]
Ravenous Hunger. You are plague by an insatiable hunger. If you do not completely consume a medium or larger creature during a day, your maximum hit points are permanently reduced by 5. Additionally, if you have not consume a creature yet during a given day, your mind is filled with thoughts of devouring every creature you see (this causes spells like Detect Thoughts to be useless).
Wonderous Item, legendary (requires attunement by a creature with a face)
Unique Attunement. Once a creature wears the Face of Envy, it immediately attunes to the item. During the process of absorption, the creature takes 10d6 piercing damage. If the creature is reduced to 0 hitpoints from this damage, the attunement is not complete. Additionally, a creature can only end its attunement with the Face of Envy if Greater Restoration is cast on it or it dies. While attuned to The Face of Envy, you can attune to up to one additional magic items at once.
Enigma of Charisma. You have expertise(2 times Proficiency Bonus) in any ability check you make that uses charisma.
Glean Intentions. As a bonus action, you read the thoughts of a creature within 30 feet and know what it will do next. The chosen target has disadvantage on attack rolls against you and you have advantage on any saving throws forced by the target, provided the target is in the range. Additionally, you can read the target's surface thoughts as though you cast the detect thoughts spell. This effect lasts until the start of your next turn or until you use this feature again.
Splitting Headache. As a bonus action, you create an illusory duplicate that appear within 5 feet of you. The duplicate appears identical to your current form, has 1 hit point, has the same AC as you had at the time, and can manipulate objects, but cannot attack, cast spells, or use magic items. At the start of your turn, you can control each duplicate to move up to your movement speed. Additionally, you can sense and speak through the duplicates as if you were in their space. You can have a number of duplicates equal to your proficiency bonus. [Note: The duplicates do not disappear unless killed and have no maximum range. Also, although duplicates are referred to as illusory, they are still physically present.]
Faceless. Once per turn, you can polymorph into a Small or Medium humanoid you has seen, or back into your true form (no action required). Your statistics, other than your size, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die. You can replicate nonmagical clothing and even nonmagical objects, but if a replicated item moves more than 10 feet away from you, it disappears.
Center of Attention. If a creature rolls a 20 on an attack roll, ability check, or saving throw, you become extremely jealous of the creature's success. You are forced to do everything you can to either replicate the success or exceed it. If you do not succeed on your next turn, you will form a grudge against the creature, causing you to be incapable of assisting the creature in any intentional way for 10 minute. All grudges are lost once you roll a 20 on an attack roll, ability check, or saving throw. Additionally, if you roll a 1 on an attack roll, ability check, or saving throw, you are overwhelmed with thoughts of others looking down of you, causing you to be stunned until the end of your next turn.
Wonderous Item, legendary (requires attunement by a creature with a heart)
Unique Attunement. Once a creature consumes the Heart of Lust, it immediately attunes to the item. During the process of absorption, the creature takes 10d6 bludgeoning damage. If the creature is reduced to 0 hitpoints from this damage, the attunement is not complete. Additionally, a creature can only end its attunement with the Heart of Lust if Greater Restoration is cast on it or it dies. While attuned to The Heart of Lust, you can attune to up to one additional magic items at once.
Beating Heart. Your heart filters out toxins and prevents decay. You gain immunity to poison and necrotic damage as well as the poisoned condition. Additionally, your heart cannot be swayed by others, giving you immunity to the charmed condition.
Create Connection. As an action, you choose a creature with 10 feet of you. If the creature is immune to being charmed, this action immediately fails. The chosen creature's memory is modified to include a humanoid creature who does not exist. The affected creature believes this nonexistent creature as one that it knows and somewhat trusts, but not enough to risk its life or give up something of great value unconditionally.
Charm. As an action, one humanoid you can see within 5 feet of you must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys your verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to your Charm for the next 24 hours.
Plant Stride. Once on your turn, you can use 10 feet of your movement to step magically into one living plant within your reach and emerge from a second living plant within 60 feet of the first plant, appearing in an unoccupied space within 5 feet of the second plant.
Uncontrollable Attraction. When you see a creature you view as attractive, you are forced to succeed a DC 10 Wisdom saving throw or be forced to use all your movement on your next turn to move as close as possible to the creature. If you are within 5 feet of the creature, you are forced to succeed on another saving throw or be stunned until you are further than 5 feet from the creature. Everytime you succeed a saving throw the DC increases by 5. The DC resets after being stunned by this feature. If you aren't stunned by this feature during a 24-hour period, your standards drop and "a creature you view as attractive" becomes "a creature of the sex you are attracted to" (If you are attracted to neither sex, you become attracted to both).
Wonderous Item, legendary (requires attunement by a creature with a brain)
Unique Attunement. Once a creature places the Mind of Pride on its head, it immediately attunes to the item. During the process of absorption, the creature takes 10d6 slashing damage. If the creature is reduced to 0 hitpoints from this damage, the attunement is not complete. Additionally, a creature can only end its attunement with the Mind of Pride if Greater Restoration is cast on it or it dies. While attuned to The Mind of Pride, you can attune to up to one additional magic items at once.
Inscrutable. You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity are made at disadvantage.
Spatial Supremacy. As a bonus action, you can swap the positions of all creatures within 30 feet of you, except you. Additionally, you cannot be teleported without your consent.
Untouchable. When a creature casts a spell targeting you, you can use your reaction to reflect the spell back at the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Invulnerable. You have a damage threshold of 20. Additionally, you always appear to have taken no damage, no matter the amount dealt to you.
Arrogance. You are constantly filled with great confidence in your own abilities. As such, you ignore any feelings of pain. When you take damage, you do not know how much damage you take. If you are reduced to 0 hit points, you remain conscious and can still act as normal, with the DM rolling your death saving throws for you. The DM will track your hit points and death saving throws, informing you if you die.
Blinding Light. Once per short rest, as a bonus action, you can emit a brilliant light, forcing a creature of your choice within 10 feet to make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded for 1 minute. The creature makes another Constitution saving throw at the end of each of its turns, rolling with disadvantage if it has taken radiant damage since its last turn. On a successful save, it is no longer blinded.
Heaven's Rain. You call down a star from the sky to strike down your foes. As an action, you can choose a point you can see that is underneath the sky. Each creature within 20 feet of that point must make a Dexterity saving throw against your spell save DC. A creature takes 6d10 force damage on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
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.
Armor (shield), rare (requires attunement)
You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Armor (plate), rare (requires attunement)
This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so.
While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Ring, very rare (requires attunement by an astral elf)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Fade Away. Once per short rest, as an action, you can fade from the minds of all creatures. All creatures are considered blinded and deafened when attempting to perceive you. This feature lasts for an hour or until you attack or cast a spell. If you touch a creature, or it touches you, while this feature is active, the creature becomes immune to its effects.
Memory Loss. As an action, you can alter the memory of a creature within 30 feet. The creature forgets all events that occurred within the last minute. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Wondrous Item, uncommon
This pouch has an interior space considerably larger than its outside dimensions. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Wondrous Item, very rare
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Wondrous Item, rare
A small, leather bag with no decerning qualities besides its interior leading to a pure black void. Once every week, a creature can pull a piece of parchment from out of the bag. The parchment shows a picture and name of a random humanoid creature. If the creature described on the parchment is stuffed into the bag before the next week, an appropriate reward will shoot out of the bag. If any creatures or items other than the described creature and the equipment it's wearing are placed in the bag, it is immediately expelled.
An empty soul coin that can be filled with a soul if the proper procedure is followed.
Wondrous Item, uncommon (requires attunement)
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
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.
Styx - Woman, Black hair, yellow eyes
Weapon (rifle, hunting), rare (requires attunement)
When you hit with an attack roll using this magic rifle, the target takes an extra 1d6 radiant damage.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull the trigger. The ammunition created by the rifle vanishes the instant after it hits or misses a target.
A hunting rifle deals 2d10 piercing damage, weighs 8 pounds, and has the following properties:
Ammunition (Firearms), (Range 80/240), Reload (5 shots), Two-Handed
Wondrous Item, rare
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Wondrous Item, legendary
This tome contains information and incantations necessary to make a Clay, Flesh, Iron, or Stone golem.
Wonderous Item, legendary (requires attunement by a creature with flesh)
Unique Attunement. Once a creature consumes the Flesh of Sloth, it immediately attunes to the Flesh of Sloth and it is absorbed into the creature's body. During the process of absorption, the creature takes 10d6 piercing damage. If the creature is reduced to 0 hitpoints from this damage, the attunement is not complete. Additionally, a creature can only end its attunement with the Flesh of Sloth if Greater Restoration is cast on it or it dies. While attuned to The Flesh of Sloth, you can attune to up to one additional magic items at once.
Reserve Speed. If you do not use all of your movement on your turn, you can use the unused movement on your next turn. Additionally, your movement speed cannot be reduced in any way. This feature resets when you roll initiative or become unconscious and it cannot be used while you are in your mist form. The movement of your mist form is not included as your movement, so while in your mist form you do not use any of your original forms movement.
Living Mist. As an action, you can dissipate your body into a cloud of mist. This works almost identical to the Gaseous Form spell, except that you become immune to all damage and you are considered to be Huge. You can exit this form as a bonus action. Additionally, while a creature is inside of your mist form, it had disadantage on all ability checks that rely on sight or smell.
Summon Servant. As an action, you summon a servant inside of yourself, provided you are in your mist form. The summoned servant has 20 hit points, an AC of 12, immunity to exhaustion, a 12 in all ability scores, and its unarmed strikes deal 2d6 bludgeoning damage. You can have a number of servants equal to your proficiency bonus.
Sacrifice Servant. As an action, you sacrifice any number of servants to empower others. For each sacrificed servant, one servant gains a +2 to AC and all ability scores, an additional 20 hit points, and an additional 2d6 damage to its unarmed strikes. Once a servant has an 18 AC, it cannot be empowered anymore.
Always tired. Ever round in combat that you are not in your mist form, you are forced to make a DC 17 Constitution saving throw. On a failed save, you fall asleep until you take damage or a creature within reach uses its action to wake you up. After leaving your mist form, you automatically succeed this saving throw for a number of rounds equal to the number of rounds you were in your mist form. Outside of combat, you are forced to make the saving throw every hour. Additionally, you need 2 additional hours to complete a long rest and must be asleep for short rests.
Inevitable. Once per short rest, when you or an ally you can see makes an attack roll or saving throw, you can guarantee a success, no matter the needed total. You can do this after you see the roll, but before you know the result.
Arachnid Form. As an action, you can cast the polymorph spell on yourself without expending a spell slot. When the spell is cast in this way, your new form must be a type of spider, but does not need to be a beast. You can do this a number of times equal to your proficiency bonus and regain all uses after a long rest. Additionally, you are always under the effects of the Spider Climb spell.
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action to take the Dash, Disengage, or Hide action.
Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
A hunting rifle deals 2d10 piercing damage, weighs 8 pounds, and has the following properties:
Ammunition (Firearms), (Range 80/240), Reload (5 shots), Two-Handed
A̵̰̕ ̶̛ͅs̶̺̔ṁ̸̖ạ̴̄l̵̤͛l̵̝͛ ̷̺̒g̸̼̈e̴̳͌m̶̡̀s̸̈ͅt̵͈̾ò̵̟n̷̞̐e̶̹͑,̵̤̔ ̴͚̅a̶͔̕b̶͇̌ò̸̳u̵̪͂t̵̲͂ ̷͚̇1̵̣̀ ̵̩̆i̵̢̛n̵̟̓c̵̹̎h̸͈̆ ̷͔͘t̷̞̀a̵̳͠l̸͔̉l̸͉͒ ̷͍͗a̵̰̔ǹ̵̦ď̶̯ ̷̤͘ẖ̴͋a̵̗͝l̴̪͆f̴̧̋ ̷̱̄a̵͔͋s̷̨̓ ̴̻̀ẇ̵̼ỉ̶̬ď̶̼e̶̿ͅ.̴̮͐ ̴̞͑Ť̶͚h̴̝̄e̵͉̅ ̴͕́g̷̭̈́e̴͇͑m̸̙̚ ̴͎͠i̵̠̓s̷̫̚ ̵͇͐i̶̹̚n̸̝̿ ̴͓̎ẗ̶̨́ḧ̶̢́e̷̬̕ ̷͕͌s̸̹̓h̷̯͐a̷͙͒p̶̡̐e̴̤͗ ̶̖̕ó̶͜f̴͉̀ ̸͖͝ḁ̷̀ ̸̫͌b̴̩̐ȩ̴́v̸̟͂e̵̥̓l̸̞̀ẽ̵̘d̶̟̔ ̷̥͗d̵̳͘i̴̬͠á̶͍m̵̝̑o̶̙̍n̷͓̅d̷͍͆ ̶̻̈́(̸̣̉ẗ̵̟́ḩ̸̈́e̷̲͝ ̵͍̿q̴̯͗ů̵̦å̷̖d̶͓̔r̵͎͐i̵͈̋l̷̞̀a̵͙̒t̵̑͜e̴̤̐r̷͔̒a̶̞̕l̷̢̕)̷̦͋.̷̺́ ̸̦̀I̵̹͂t̴̮̀s̴̘͝ ̴̮͌s̷̱̕u̸̜͆ŕ̷̹f̷̫͊a̴̤͛c̸̮̈́e̷̗̚ ̶͕̃i̵̞͒s̵̞͆ ̵͇̊s̷͔̕ṃ̴̒o̷̲̊õ̸̞t̷͎̊h̵̭̒ ̴̬̓l̴͇͛i̵̳͝k̴̖̍e̶͔͐ ̸͎̂p̵̰̓o̵͖͛l̵̺̈́i̸̤̚s̴̝̕h̷͇̑ẹ̸͒d̸̖͘ ̶̤͊g̸̋͜ḽ̴̉a̴̧̛s̵̨̓s̸̪̽.̶̥̑ ̷̹̉Ï̸̺t̵̨̀s̴̻̎ ̸̖͒e̴̥͝d̸̻̾g̴̢͌ë̷̮s̷̘̚ ̷̫̕a̷̫͌r̷̼̊ē̴̟ ̸̲̿r̷̨̛o̵͈̒ǔ̶̝n̸̺̚d̵̞͊ḛ̴͝d̸͍͊ ̴͍̉å̵̗n̵̡̿ḋ̴̰ ̴͖͆n̴̰̂ỏ̴̧ť̴̩ ̸͙͂s̷̮̈́h̴͚̑a̷̘͋r̶̢̋p̸͓̄ ̷̳̒l̷̦͗i̵̡̊k̵͕͑ë̸̹ ̴̳́a̸͕̾ ̵̪̾ĉ̷͍u̶͐ͅt̶̹̊ ̷̫̾g̴̖͠e̸͙͊m̵̢̾s̷̜̒t̵̮̾o̸̡͆n̵̖̂e̴̠͒.̶̫͘ ̶̢̈́F̵̘̚ṟ̷̕o̸̤̍m̵̅ͅ ̶͉̎i̷̠̇n̷̳̂s̶͙͘i̴̺͗d̸̟̆e̷̜̕ ̷̯̾ṯ̶̐h̵̰̍ẹ̸̈́ ̴̫͝ǵ̶̰e̷̢̿m̶̥̔s̴̲̀ţ̵̇ơ̷͓ň̷̹e̷̡̎,̵̮́ ̴̼͘a̸̗̎ñ̴͖ ̴̡̆ë̷̯t̸̞͝ĕ̴̟ȓ̶̪n̶̳̒ȧ̴̯l̶͕̂ ̵̡̀f̵̖̓ḷ̵͌ȁ̵͈m̴̺̓ḙ̵̌ ̷̺̅ḃ̷͚u̵͉͒ȑ̶̻n̴̬̋s̶͔͝ ̶̭̅b̸̑͜r̵̜̍i̶̝̊l̷͖̈ĺ̷̙ȉ̴̙ą̷͛n̸̹͌ẗ̴̹́ĺ̴̰ý̸̹,̸̭͊ ̵̭̌s̵̡̿ĥ̸̞ĕ̶͕d̶̠̽d̴̩̉i̶̟̊n̶͇̕g̸̥̈́ ̵̦͐b̷̤̑r̶͈̒i̵̪͊g̴̗͝h̸̖͂ṭ̷̉ ̶̹̆ľ̶̞i̷̺͊g̵̰̀h̴̡͘t̸͓̀ ̸͕͒į̶̀n̵͌͜ ̵̼̉å̸̻ ̷̟̔1̷̭̈́0̴͚̇-̸̭͆f̴̛̮o̵͚̚ő̴̪t̷̟́ ̴̤̉r̴̪͌a̴̲͆d̶̤̾i̸̥̊ū̶̼s̷͍̓ ̸͇̾ä̶̠́n̵͖̾d̵͎́ ̵̲̔d̴̪̎ḯ̷͎m̸̢̆ ̶͇̐l̸̗̋i̴̦̅g̸͕͑ĥ̷͕t̶͚̆ ̷̙͛f̴̹́ò̶̱r̸͕̆ ̸̥̉a̶͎̿ń̴̲ ̵̥̍a̵̯̕d̶͈͛ḑ̵͠i̸̫͑t̵͔͒í̵̦o̷̞͐ǹ̸͖â̷ͅl̶̘̊ ̵̫͌1̷͜͠0̸̩̉ ̵͍̄f̵̻̊e̷̥͘ẻ̸͕t̸͚͘.̷̛̱ ̵͔̉T̷̮̔h̷̥̓é̵̢ ̴̙͋g̷̠̽e̴̠̓m̴̥͛ ̷̬̀i̸̹̍s̵̫̐ ̸͈̂h̷̬͠ō̵̭t̶͇͠ ̵̣̎t̴̜͆o̶̧̕ ̸̥̕t̵̡̂h̸̜̓e̸͇̍ ̸̛͓t̶͖͘o̴̳͌ǔ̷̯c̸̤̈́h̶̰̿,̵̧̀ ̸̦̋b̸̢̈u̶͎̓t̷͔͑ ̷͉̐c̵̢̈́a̴̠̋ù̵͕ŝ̴̬e̶̢̎s̴͓͒ ̶̩̄ņ̵͠ô̴̱ ̴͇̄p̵̝̂ǎ̶͈ḯ̸̳n̵̹̈ ̶̋͜n̴͈͝o̴̤̒r̸̗͆ ̸̛̻i̷͓̾n̵̲̋j̴̨̓u̴͈͛r̸̺̀y̸͙̔.̵̟̆
̷͍̄W̶͖̋h̷͉̓ĭ̵̥l̶͉̉é̴̙ ̴̘͛a̵͇̕ ̸̟̈c̶̙̄r̵̫̈e̸̟̿ḁ̸̑t̸̯͝ụ̷͛r̴̳̾e̵͖̅ ̶̛̺h̶̰̓ǒ̸̪ḽ̴̇d̶̬̂s̸̝̄ ̴̥̎t̸̲̒h̵̤͌e̵̒ͅ ̴͕̾ḡ̷̥e̵̲̅m̷͒ͅs̴͙̋t̶͎̆o̶̱̽n̸̲̓é̶̖,̶͔̈ ̴̧̊i̵̤͗t̸̥̀ ̵̰̊g̴̤̈́a̸͎͆í̷̲n̸̺͠s̸̡̔ ̵̧̛ť̶̪h̷͉͑e̷̩͘ ̵͍̌f̷͖̅o̵͙̓l̴̜͒l̸̡̕o̶͠ͅw̵̝̄ị̷̽n̵̰̆g̶̈́ͅ ̴̪̿b̷̘͂e̷̬̕n̷̝̉ẽ̵̖f̷̼͒ī̷͖t̵̩̄s̷͚̑:̶̦̎
̴͒ͅ-̷̩́ ̷̺͌T̶̘̒h̴̞͑é̸̲ ̵͇̃c̵̜̄r̷̬̉ĕ̵̤a̷͉͝t̵͖̕u̵̜̒ȓ̶̭ȩ̴̃ ̸͖͑n̷̳̈́o̷̰͘ ̶͖̄l̴͇͐o̴̟̍n̶̞͌g̶̮͌ĕ̶̱r̴̺̎ ̷̨̎n̵̻͒e̶͉̐e̴̺͆d̸̜̈́s̸̝͝ ̴͔̚t̴̮̿o̴̥̍ ̷͎̉s̸͔̓l̵͔̀e̶̻̚ę̵͊p̶̧̋,̴̖̈́ ̴͚̅e̸͔͋ả̶͜t̵̹̀,̸̺̀ ̶̢̍d̸͚̅r̸̞̍i̸̤͌n̶̗͊k̵̹̆,̶̱͊ ̸̤̎o̶̗̓r̶͉̀ ̴̺͂b̶̕ͅȑ̸͓ẹ̵͠a̸̲̒ẗ̵͔́h̴̦͆é̸̬.̷̙̄
̷̼̃-̵̣̏ ̶̠̀T̸̙̓ḥ̴͑ë̷̮́ ̷͉͂c̸̥͊r̶͔͛ĕ̶̦ã̸̼t̶̡͝ǘ̷͔ŕ̶̖ĕ̷̥ ̷̙͘i̵̫̿s̷̰̓ ̶̪͑ȋ̴ͅm̴͎̄m̵͔͊u̴͉̾n̵͕̈e̵̼͂ ̸̨̈́t̸̞͆o̶̦̓ ̶̠̃d̸͔̿i̸̖͐s̷̼̓e̴̯̽ą̸͛s̷̻̊e̶̹̊.̴̬͠
̵̦͆-̴̧̏ ̷̺̃T̸̡̑h̵̡͊e̶̘͂ ̵͈͌c̶̪̋r̸̠͠ẹ̴̾a̶͓͐t̷̩͐ų̵̑ŕ̷̺ȅ̶̮ ̵̹̊r̴̝͘e̷̯̒g̷̘̔a̴͉̅i̵̧̊n̸͈͠s̴̼̾ ̶̣͛1̸̡̌0̷̬̆ ̸̚ͅh̸̡̅i̵̯͋t̴̤̍ ̶̘̌p̵̦̔ō̸͚i̶̮̊n̷̹͌t̷̡̑s̷͙̚ ̵̳̐à̴̝t̷͕͘ ̷̅ͅt̵̙̾ḧ̸̡́e̸̯͊ ̶͓̅s̸̨̉ẗ̷͈a̷̖͝r̵̬͗t̵͉͠ ̶̜̈ó̵̟f̶͍͛ ̸̡͒i̵͇̍t̵̩̽s̷͎̕ ̶̘͒t̴̺͝ư̷̼r̴͚͂n̷̛̩,̸̠́ ̶̪͑p̴̼̋r̶̝̿ỏ̷͓v̵͉͑ì̶̜d̶͕̍ẹ̴̀d̵̲̾ ̶̼́ï̴̯t̶̖͌ ̴̬̂h̶̨͑a̷̢͗s̶̰̚n̸͈͐'̷̢̉t̸͜͠ ̵͖͝ṭ̶͒ȃ̶̡k̷̯͆ė̸̺n̶͓͂ ̷̮̀n̸̳̓e̸͚͊c̶̢͌r̵̬̔ǫ̶͠t̴͍̆i̴̞͊c̴̞̀ ̶̨̏d̵̠̓a̶̯̒m̷͙͒ȃ̴͉g̴̫̉e̴͎͘ ̸̅ͅs̵̰̈́i̴̗͝n̴̰̒c̵̮̚e̵̮̕ ̴͓͘t̸̢̚h̴̝̕ȩ̶͝ ̶͙͝ĕ̷̥n̴̤̿d̵͙͐ ̴̥̈ò̶̫f̴̭̅ ̷͕̋ǐ̸̥t̷̘́s̴̮̃ ̶̩͌ľ̵̥ä̴̤́s̵̩̍t̸̩̐ ̴̲̿t̷́ͅu̶͖̕r̷̥̿ǹ̷̲.̷̫̉
-̴̠͌ ̴̙̓T̸̢̈́ḩ̸̿e̸̩̕ ̴̡͊c̵̰͊ȓ̷̤ẻ̷̞ḁ̷͗t̴͈̀ü̸̹r̴̙̂ë̷̫́ ̵͈̈́r̷̛̟e̵̢͆g̴̩͂a̷͓̓ȉ̴̖n̵̗̔s̷̈́ͅ ̶͙͝1̴͉̀ ̵̝̂ṡ̸͕p̸̟͋ȇ̶̬l̵͓̇l̵̳̇ ̴͂͜s̸̳̾l̶̯͊ŏ̶͜t̷̹̀ ̶̩͘o̴̝͊f̴̟͂ ̶̩̿1̵̡͝s̴̥̅ẗ̷̩ ̴̽͜l̶̢͘e̴͕͊v̸̞̿e̸͓͂l̷̢̅ ̴͜͝å̵̝t̶̲̆ ̷̪̆t̴̬̐ḫ̷̀e̴͇̽ ̷̳̐s̵̾ͅť̵̖ȁ̴͚r̴̼̍t̷͓̂ ̴̡̋ŏ̵̞f̸̞̈́ ̸̩̈i̷̻̾ṫ̷̙s̵͍̆ ̶̘͂t̶͚̀u̵̠̽ṛ̶̒n̶̢͝,̸̬͗ ̷̭̄p̸̰͑r̷̰̚o̵̳̍v̵̩̀ĩ̸͜d̵͉̉e̶̠̕d̵̰͝ ̴̉͜ǐ̶͍t̵͉͒ ̷͔̿d̷̼͛ŏ̵͇e̴̱͝s̶̺̐ ̷̟̐n̷͍̄ȍ̷̼t̴̨̀ ̴͉̐h̷̬͑a̵̙͠v̵̮͘ē̷̤ ̸̩͒į̶̈́t̸͎̀s̶̲̔ ̴̟̕m̶͔̑ǎ̸̱x̶̥͑í̸͖m̴̺̈u̷̫͗m̵͚̅ ̴͈͠n̸̮̏u̷̚͜m̸̟͆b̴̭͝e̸̪̒r̵̲̉ ̴̳͆o̵͉̚f̵̞͐ ̷̬̆s̵̚͜p̷͔̂e̶̡̓ḽ̶̐l̵̞̂ ̶͚͒s̵̢͋l̵̻̋ȏ̴ͅt̸̖̐s̵̭͌ ̷͔̚f̸͜͠o̷͓̔r̵̙̊ ̷̗͂s̷̠̀u̸͙̾c̷̯͐h̶̪̆ ̴̪̍l̵͕̔ẽ̵̻v̴̼̍ë̸̳́l̸̪̔.̸̻̈́
Retribution. Once per short rest, when a creature deals damage to you, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature is dealt the same damage it dealt to you. [Note: If you are dealt damage from multiple attacks, this feature only applies to one of them.]
Unrelenting Force. After you hit a creature, you can choose to mark the creature. The mark gives you the following benefits:
- You always know the creature's direction and distance relative to you.
- You deal an extra 3d6 damage to the target on a hit.
- If the target attempts to hit you with an attack, you can use your reaction to increase your AC by 5, possibly causing the attack to miss.
You can only have one creature marked at a time. You can do this a number of times equal to your proficiency bonus and regain all expended uses after a long rest.
Wondrous Item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Wondrous Item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo has long intertwining designs.
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.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
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 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Staff, rare (requires attunement)
Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them.
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, rare
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Wondrous Item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Wondrous Item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
A revolver deals 2d8 piercing, weighs 3 pounds, and has the following properties:
Ammunition (Firearms), (Range 40/120), Reload (6 shots)