This content is from Vault of Magic for 5th Edition by Kobold Press.
This page contains magical armors that exude molten lava, help you survive beneath the ocean waves, or are constructed from the hides of monstrous creatures. It also features weapons that drink the blood of those they strike, unerringly find their mark against ghostly foes, or even open rifts to the Void. Find everything heroes need to armor themselves against great threats and slay terrible monsters!
Agile Armor
Armor (any medium or heavy), common
This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.
Akaasit Blade
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can’t be activated again until the next dawn.
Anchor of Striking
Weapon (war pick), rare (requires attunement)
This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick.
When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can’t be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can’t move further than 50 feet from each other.
Angry Hornet
Weapon (any ammunition), uncommon
This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed.
Animated Chain Mail
Armor (chain mail), rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can use an action to cause parts of the armor to unravel into long, animated chains. While the chains are active, you have a climbing speed equal to your walking speed, and your AC is reduced by 2. You can use a bonus action to deactivate the chains, returning the armor to normal.
Grasping Chains. While wearing this armor with the chains active, you can use an action to attack twice with the chains. You are proficient with the chains. Each chain has a reach of 10 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a chain, you automatically grapple the creature with the chain. You can have no more than two creatures grappled in this way at a time.
While grappling a target with a chain, you can’t attack other creatures with that chain. You can’t attack a creature with either chain if you are climbing.
Anointing Mace
Weapon (maul), uncommon (requires attunement)
Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon.
In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist’s fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes.
If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example, an anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits.
Armor of Cushioning
Armor (padded), uncommon
While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level.
Armor of Spite
Armor (any heavy), rare (requires attunement)
Unholy glyphs engraved on this black iron magic armor burn with a faint, orange light. While wearing the armor, you gain a +1 bonus to your AC.
At the start of your turn, you can choose to allow attack rolls against you to have advantage. If you do, the glyphs shed dim light in a 5-foot radius, and you can use a reaction when a creature hits you with an attack to force the attacker to take necrotic damage equal to twice your proficiency bonus.
Armor of the Leaf
Armor (light or hide), uncommon (requires attunement by a ranger)
This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on Strength (Athletics) and Dexterity (Stealth) checks.
You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10‑foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don’t gain a base Armor Class from the armor. The armor can’t be used this way again until the next dawn.
Armor of the Ngobou
Armor (hide), rare (requires attunement)
This thick and rough armor is made from the hide of a ngobou (see Tome of Beasts), an aggressive, ox-sized dinosaur known to threaten elephants of the plains. The horns and tusks of the dinosaur are worked into the armor as spiked shoulder pads.
While wearing this armor, you gain a +1 bonus to AC, and you have a magical sense for elephants. You automatically detect if an elephant has passed within 90 feet of your location within the last 24 hours, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find elephants.
Ngobou Charge. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Elephants have disadvantage on this saving throw. Once used, this property can’t be used again until the next dawn.
Armor of Warding
Armor (light, medium, or heavy), uncommon (+1), rare (+2), or very rare (+3)
Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments.
While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.
Arrow of Grabbing
Weapon (arrow), very rare
This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can’t move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success.
As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged.
Arrow of Unpleasant Herbs
Weapon (arrow), uncommon
This arrow’s tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison.
Asp’s Kiss
Weapon (shortsword), legendary (requires attunement by a bard, fighter, ranger, or rogue)
This haladie features two short, slightly curved blades attached to a single hilt with a short, blue‑sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action.
You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can’t be used this way again until the next dawn.
When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.
Axe of the Ancients
Weapon (handaxe), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell’s effects active at a time when you cast it in this way.
Badger Hide
Armor (hide), uncommon
While wearing this hairy, black and white armor, you have a burrowing speed of 20 feet, and you have advantage on Wisdom (Perception) checks that rely on smell.
Barbed Fang
Weapon (dagger), rare (requires attunement)
This dagger’s blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a voidling’s (see Tome of Beasts) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt.
Black and White Daggers
Weapon (dagger), rare (requires attunement)
These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons.
The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead.
When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack.
Blackguard’s Blade
Weapon (dagger or shortsword), common
You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.
Blade of Petals
Weapon (shortsword), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute.
A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can’t be charmed this way more than once every 24 hours.
Blade of the Dervish
Weapon (scimitar), rare (requires attunement)
This magic scimitar is empowered by your movements. For every 10 feet you move before making an attack, you gain a +1 bonus to the attack and damage rolls of that attack, and the scimitar deals an extra 1d6 slashing damage if the attack hits (maximum of +3 and 3d6).
In addition, if you use the Dash action and move within 5 feet of a creature, you can attack that creature as a bonus action. On a hit, the target takes an extra 2d6 slashing damage.
Blade of the Temple Guardian
Weapon (shortsword), uncommon (requires attunement by a monk)
This simple but elegant shortsword is a magic weapon. When you are wielding it and use the Flurry of Blows class feature, you can make your bonus attacks with the sword rather than unarmed strikes.
If you deal damage to a creature with this weapon and reduce it to 0 hit points, you absorb some of its energy, regaining 1 expended ki point.
Bloodbow
Weapon (longbow), rare (requires attunement)
This longbow is carved of a light, sturdy wood such as hickory or yew, and it is almost always stained a deep maroon hue, lacquered and aged under layers of sundried blood. The bow is sometimes decorated with reptilian teeth, centaur tails, or other battle trophies.
The bow is designed to harm the particular type of creature whose blood most recently soaked the weapon. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to the attack and damage rolls. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a random short-term madness.
Bloodbows are most commonly soaked in the blood of bandits, thieves, or other humanoids. If you soak this weapon in the blood of a different type of creature for at least 1 hour, it ceases to affect the previous type of creature. The bow affects the new type of creature after you finish a long rest.
Blooddrinker Spear
Weapon (spear), rare (requires attunement)
Prized by gnolls, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other adornments. You gain a +1 bonus to attack and damage rolls with this magic weapon.
When you hit a creature with this spear, you mark that creature for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can’t be used on a different creature until you spend a short rest cleaning the previous target’s blood from the spear.
Bloodfuel Weapon
Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll thedie and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can’t use this feature of the weapon if you don’t have blood. Hit Dice spent using this weapon’s feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.
Bloodprice Armor
Armor (light, medium, or heavy), legendary (requires attunement)
When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.
Blood-Soaked Hide
Armor (hide), very rare (requires attunement)
Blood-soaked hide armor is crafted from the tanned skins of humanoids, carefully preserved and layered. The armor is always smeared in tacky, semi-dried blood, no matter how carefully it’s cleaned. While wearing this armor, you gain a +1 bonus to AC, and you are immune to any effect that would cause you to lose hit points due to blood loss or ongoing wounds, such as the infernal wounds caused by a horned devil’s tail or the necrotic damage caused by a sword of wounding.
Blood Form. As an action, you can transform into a flowing pool of thick blood for 1 minute, or until you use a bonus action to revert back to your true form.
Any equipment you are wearing or carrying melds into your form or falls to the ground (your choice). Your statistics remain the same, but any magic items other than the blood-soaked hide cease to function. While in blood form, you can’t speak, you are resistant to bludgeoning, piercing, and slashing damage, you can move through any opening as small as 1 inch wide without squeezing, and you can enter the space of other creatures and end your turn there.
A creature that starts its turn in your space must succeed on a DC 15 Constitution saving throw or lose 3d6 hit points due to blood loss, and you regain a number of hit points equal to half the number of hit points the creature lost. Constructs and undead who aren’t vampires are immune to this effect. Once used, you can’t use this property of the armor again until the next dawn.
Bloodthirsty Weapon
Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement)
This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.
Thirsting. The weapon acquires a taste for creatures it damaged. When you miss an attack with this weapon against a creature you damaged with this weapon within the last 1 minute, the target loses 2d6 hit points due to blood loss as the weapon draws blood out of open wounds as it passes. If the wounded creature uses an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check or the creature receives magical healing, the blade no longer has a taste for it, preventing this property from triggering. This property doesn’t work against creatures that don’t have blood.
Bludgeon of Nightmares
Weapon (flail, mace, or morningstar), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption, and an identify spell reveals it to be such.
Curse. This weapon is cursed. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you’ve reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion.
Bone Whip
Weapon (whip), very rare (requires attunement)
This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon.
You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn.
In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can’t be used again until the next dawn.
Bonebreaker Mace
Weapon (any weapon that deals bludgeoning damage), rare (requires attunement)
You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike.
When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.
Bow of Accuracy
Weapon (any bow), common
The normal range of this bow is doubled, but its long range remains the same.
Brawn Armor
Armor (hide), rare (requires attunement)
This armor was crafted from the hide of an ancient grizzly bear. While wearing it, you gain a +1 bonus to AC, and you have advantage on grapple checks.
The armor has 3 charges. You can use a bonus action to expend 1 charge to deal your unarmed strike damage to a creature you are grappling. The armor regains all expended charges daily at dawn.
Brazen Bulwark
Armor (shield), rare (requires attunement)
This rectangular shield is plated with polished brass and resembles a crenelated tower. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Brazen Wall. As an action, you can plant the shield in the ground in front of you, transforming it into a steel wall 10 feet high, 3 inches thick, and up to 20 feet wide. The wall has arrow slits set at 5-foot intervals and provides three‑quarters cover to creatures behind it. The wall remains in place for 1 hour or until you use an action while within 5 feet of the wall to don the shield. Each 10-foot‑by‑10-foot section of the wall has AC 17 and 30 hit points.
If both sections of the wall are reduced to 0 hit points, the shield reverts to its normal form, and its magic ceases to function until the next dawn. Once used, this property can’t be used again until the next dawn.
Breaker Lance
Weapon (lance), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls with this magic weapon. When you attack an object or structure with this magic lance and hit, maximize your weapon damage dice against the target.
The lance has 3 charges. As part of an attack action with the lance, you can expend a charge while striking a barrier created by a spell, such as a wall of fire or wall of force, or an entryway protected by the arcane lock spell. You must make a Strength check against a DC equal to 10 + the spell’s level. On a successful check, the spell ends. The lance regains 1d3 expended charges daily at dawn.
Bullseye Arrow
Weapon (arrow), uncommon
This arrow has bright red fletching and a blunt, red tip. You gain a +1 bonus to attack rolls made with this magic arrow. On a hit, the arrow deals no damage, but it paints a magical red dot on the target for 1 minute. While the dot lasts, the target takes an extra 1d4 damage of the weapon’s type from any ranged attack that hits it. In addition, ranged weapon attacks against the target score a critical hit on a roll of 19 or 20. When this arrow hits a target, the arrow vanishes in a flash of red light and is destroyed.
Buzzing Blade
Weapon (any sword or axe), rare (requires attunement)
You can use a bonus action to speak this weapon’s command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
Candied Axe
Weapon (battleaxe), very rare (requires attunement)
This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Blessing of the Bee. While you are attuned to the axe, you have immunity to poison damage, and you have advantage on any Charisma check to interact with beasts.
Honey Drip. While you are holding the battleaxe, you can use an action to cast the slow spell (save DC 15) from the weapon. Once used, this property can’t be used again until the next dawn.
Curse. The axe bears a curse that affects any nonbearfolk that attunes to it. Even if the attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more bearlike. After 7 days, the creature looks like a typical bearfolk, but the creature neither loses its racial traits nor gains the racial traits of a bearfolk.
The physical changes wrought by the axe can’t be dispelled, but they can be undone by any effect that removes a curse, such as the remove curse spell.
Cephalopod Breastplate
Armor (breastplate), rare
This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC.
You can use an action to speak the armor’s command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can’t be used this way again until the next dawn.
Chainbreaker Blade
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword’s weapon damage.
Chieftain’s Axe
Weapon (battleaxe), very rare (requires attunement)
Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon.
Chieftain’s Rally. You can use an action to raise the axe while shouting a rallying cry. All allies who can hear and see you can use a reaction to make a melee attack. Once used, this property can’t be used again until the next dawn.
Bearfolk Belonging. If you aren’t a bearfolk, bearfolk who see you carrying the chieftain’s axe are immediately hostile. In addition, you have disadvantage on Charisma checks to influence bearfolk. However, if you turn the axe over to bearfolk, provided you haven’t used the axe against bearfolk to their knowledge, they become friendly and, at the GM’s discretion, might provide aid to you and your allies.
Chillblain Armor
Armor (medium or heavy, but not hide), very rare (requires attunement)
This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse.
While cursed, you have vulnerability to fire damage. If you are hit by a critical hit that deals fire damage while wearing this armor, the armor shatters into useless fragments.
Clockwork Mace of Divinity
Weapon (mace), uncommon (requires attunement)
This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon’s trident form, the target takes an extra 1d6 radiant damage.
Commander’s Plate
Armor (plate), uncommon
This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn’t carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened.
You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can’t rally that creature again until it finishes a long rest.
Constant Dagger
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn’t have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.
Consuming Rod
Weapon (mace), very rare (requires attunement)
This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn.
You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace’s mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt.
Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.
Crimson Starfall Arrow
Weapon (arrow), uncommon
This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can’t use this feature of the arrow if you don’t have blood.
Hit Dice spent on this arrow’s feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.
Crocodile Armor
Armor (leather or hide), rare
While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.
Crusader’s Shield
Armor (shield), common (requires attunement by a cleric, druid, or paladin)
A bronze boss is set in the center of this round shield. When you attune to the shield, the boss changes shape, becoming a symbol of your divine connection: a holy symbol for a cleric or paladin or an engraving of mistletoe or other sacred plant for a druid. You can use the shield as a spellcasting focus for your spells.
Versatile Cantrip. While holding the shield, you can try to cast a cantrip that you don’t know. The cantrip must be on your spell list, and you must make a DC 10 Intelligence (Religion) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Dagger of the Barbed Devil
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 sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can’t do so again until the next dawn.
Dawn Shard
Weapon (any sword or dagger), uncommon (requires attunement)
The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light.
The weapon deals an extra 1d6 radiant damage to any creature it hits.
This increases to 2d6 radiant damage if the target is undead or a creature of shadow.
Deadfall Arrow
Weapon (arrow), rare
You gain a +1 bonus to attack and damage rolls made with this magic arrow. On a hit, the arrow transforms into a 10-foot-long wooden log centered on the target, destroying the arrow. The target and each creature in the log’s area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone and restrained under the log. On a success, a creature takes half the damage and isn’t knocked prone or restrained. A restrained creature can take its action to free itself by succeeding on a DC 15 Strength check. The log lasts for 1 minute then crumbles to dust, freeing those restrained by it.
Dimensional Net
Weapon (net), rare (requires attunement)
Woven from the hair of celestials and fiends, this shimmering iridescent net can subdue and capture otherworldly creatures. You have a +1 bonus to attack rolls with this magic weapon. In addition to the normal effects of a net, this net prevents any Large or smaller aberration, celestial, or fiend hit by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. When such a creature is bound in this way, a creature must succeed on a DC 30 Strength (Athletics) check to free the bound creature.
The net has immunity to damage dealt by the bound creature, but another creature can deal 20 slashing damage to the net and free the bound creature, ending the effect. The net has AC 15 and 30 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed.
Dirgeblade
Weapon (rapier), legendary (requires attunement by a bard)
This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn.
Once a month under an open sky, you can use a bonus action to speak this magic sword’s command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level.
Dirk of Daring
Weapon (dagger), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened.
Dragon Spinner
Weapon (dart), uncommon (requires attunement by a monk)
This dart was crafted by a certain monk, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black.
As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target.
Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart.
d4 | Effect |
---|---|
1 | Red. The target takes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. |
2 | White. The target takes 1d6 cold damage and is restrained until the start of your next turn. |
3 | Blue. The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. |
4 | Black. The target takes 1d6 acid damage and is poisoned until the start of your next turn. |
Dragonstooth Blade
Weapon (greatsword or longsword), very rare (requires attunement)
This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon’s properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below.
When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon.
d6 | Damage Type | Dragon Type |
---|---|---|
1 | Acid | Black or Copper |
2 | Fire | Brass, Gold, or Red |
3 | Poison | Green |
4 | Lightning | Blue or Bronze |
5 | Cold | Silver or White |
6 | Necrotic | Undead |
Encouraging Armor
Armor (light, medium, or heavy), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC.
In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.
Enraging Ammunition
Weapon (any ammunition), uncommon
When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn’t avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ensnaring Ammunition
Weapon (any ammunition), uncommon
When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).
Entrenching Mattock
Weapon (war pick), rare
You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem.
As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can’t be used this way again until the next dawn.
Exsanguinating Blade
Weapon (dagger), rare (requires attunement)
This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman’s head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time.
You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects:
- You or a creature you touch with the blade regains 2d8 hit points.
- The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage.
Fellforged Armor
Armor (plate), very rare (requires attunement)
While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can’t cast it again until the next dawn.
Curse. Once attuned to this armor, you can’t remove it unless you are the subject of a remove curse spell or similar magic. As long as you remain cursed, while wearing the armor, you gain an unnatural aura, causing all animals to panic when you are within 30 feet of them. You also gain disadvantage on attack rolls against incorporeal undead and on saving throws made against their spells and abilities.
Flash Bullet
Weapon (sling bullet), common
When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.
Fog Stone
Weapon (sling bullet), uncommon
This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Forgefire Hammer
Weapon (maul or warhammer), rare
The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon’s command word, causing its head to glow red-hot.
While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon’s anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.
Fountmail
Armor (chain mail), legendary (requires attunement)
This armor is a dazzling white suit of chain mail with an alabaster-colored steel collar that covers part of the face. You gain a +3 bonus to AC while you wear this armor. In addition, you gain the following benefits:
- You add your Strength and Wisdom modifiers in addition to your Constitution modifier on all rolls when spending Hit Die to recover hit points.
- You can’t be frightened.
- You have resistance to necrotic damage.
Gale Javelin
Weapon (javelin), uncommon
The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 13 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone. In addition, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone. The javelin’s property can’t be used again until the next dawn. In the meantime, it can still be used as a magic weapon.
Ghost Barding
Armor (light, medium, or heavy), uncommon
This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn’t. The armor’s base Armor Class applies only against attacks by undead creatures and doesn’t provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.
Glazed Blade
Weapon (any sword or axe), common
A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.
Gnawing Spear
Weapon (spear), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls with this magic weapon.
When you roll a 20 on an attack roll made with this spear, its head animates, grows serrated teeth, and lodges itself in the target. While the spear is lodged in the target and you are wielding the spear, the target is grappled by you. At the start of each of your turns, the spear twists and grinds, dealing 2d6 piercing damage to the grappled target. If you release the spear, it remains lodged in the target, dealing damage each round as normal, but the target is no longer grappled by you. While the spear is lodged in a target, you can’t make attacks with it. A creature, including the restrained target, can take its action to remove the spear by succeeding on a DC 15 Strength check. The target takes 1d6 piercing damage when the spear is removed. You can use an action to speak the spear’s command word, causing it to dislodge itself and fall into an unoccupied space within 5 feet of the target.
Goblin Shield
Armor (shield), rare (requires attunement)
This shield resembles a snarling goblin’s head. It has 3 charges and regains 1d3 expended charges daily at dawn. While wielding this shield, you can use a bonus action to expend 1 charge and command the goblin’s head to bite a creature within 5 feet of you. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. On a hit, the target takes 2d4 piercing damage.
Golden Bolt
Weapon (heavy crossbow), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn’t have the loading property, and it doesn’t require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place.
Gorgon Scale
Armor (scale mail), very rare (requires attunement)
The iron scales of this armor have a green-tinged iridescence. While wearing this armor, you gain a +1 bonus to AC, and you have immunity to the petrified condition.
If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use a bonus action to imbue the hit with some of the armor’s petrifying magic. The target must make a DC 15 Constitution saving throw.
On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The armor can’t be used this way again until the next dawn.
Grasping Shield
Armor (shield), uncommon (requires attunement)
The boss at the center of this shield is a hand fashioned of metal. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Grasping Defense. When a creature you can see within 5 feet of you hits you with a melee weapon attack, you can use a reaction to animate the hand on the shield. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields, and you gain a +1 bonus to the attack roll. On a hit, the attacker is grappled (escape DC 13) by the hand. While the shield is grappling a creature, you gain no bonuses to AC from the shield. The grapple ends when you can command the shield to release the target (no action required), when the creature escapes, or when you drop the shield.
Grave Ward Armor
Armor (light, medium, or heavy), very rare (requires attunement)
This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster.
While wearing this armor, your maximum hit points can’t be reduced.
As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can’t be used again until the next dawn.
Grim Escutcheon
Armor (shield), uncommon (requires attunement)
This blackened iron shield is adorned with the menacing relief of a monstrously gaunt skull. You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
While holding this shield, you can use a bonus action to speak its command word to cast the fear spell (save DC 13). The shield can’t be used this way again until the next dusk.
Hammer of Throwing
Weapon (light hammer), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls with this magic weapon.
In addition, when you throw the hammer, it returns to your hand at the end of your turn. If you have no hand free, it falls to the ground at your feet.
Hellfire Armor
Armor (any metal), rarity varies
This spiked armor is a dark, almost black crimson when inactive.
Hellfire Armor (Common). While wearing this armor, you can use an action to cause it to glow and appear red-hot, giving you a hellish appearance. The armor sheds light as a candle, but it doesn’t emit heat. The effect lasts until you use a bonus action to end it.
Molten Hellfire Armor (Uncommon). This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.
Hexen Blade
Weapon (shortsword), rare (requires attunement)
The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 charges).
Hidden Armament
Weapon (any melee weapon that isn’t two-handed), uncommon (requires attunement)
While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.
Humble Cudgel of Temperance
Weapon (club), uncommon
This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll.
When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success.
Iceblink
Weapon (any sword), rare (requires attunement)
The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10‑foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.
Freeze Water. While holding the sword, you can use an action to plunge the blade into a body of water, causing its surface to freeze over. The water freezes to a depth of 3 inches within a 60-foot radius of the point where you plunged the blade. Creatures that were swimming on the surface of the water must succeed on a DC 15 Dexterity saving throw or be restrained by the ice. A restrained creature can use an action to make a DC 15 Strength check, breaking free on a success. The ice is not magical and melts after 1 minute if temperatures in the area are not cold enough to sustain it. Once used, this property can’t be used again until the next dawn.
Snowblind. While holding the sword, you can use an action to generate a bright flash of light from the blade at one creature you can see within 5 feet of you. The target must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Impact Club
Weapon (club), uncommon (requires attunement)
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away.
Impaling Weapon
Weapon (any melee weapon that deals piercing damage), rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target’s turn while the weapon is embedded in it, the target takes damage equal to the weapon’s damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon’s command word.
Knockabout Billet
Weapon (club), common
This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.
Labyrs of the Raging Bull
Weapon (battleaxe or greataxe), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.
Larkmail
Armor (chain mail), rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC. The links of this mail have been stained to create the optical illusion that you are wearing a brown-and-russet feathered tunic. While you wear this armor, you have advantage on Charisma (Performance) checks made with an instrument.
In addition, while playing an instrument, you can use a bonus action and choose any number of creatures within 30 feet of you that can hear your song. Each target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. Once used, this property can’t be used again until the next dawn.
Leaf-Bladed Sword
Weapon (any sword), rare (requires attunement)
This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon’s type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can’t be used again until the next dawn.
Living Juggernaut
Armor (plate), rare (requires attunement)
This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn’t cost you extra movement.
Juggernaut Rush. While wearing this armor, you can use the Dash action to move into and through the spaces of any creatures no more than one size larger than you, physically ramming into them as you pass. You can’t ram into a creature more than once during the same movement. Each creature you ram must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet away from your path. A creature that chooses not to be pushed or that chooses to make an opportunity attack against you suffers the consequences of a failed saving throw. On a failed save, the creature takes bludgeoning damage equal to 2d6 + your Strength modifier, and it is pushed 5 feet in a direction of your choice. Once used, this property of the armor can’t be used again until the next dawn.
Lockbreaker
Weapon (dagger), common
You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.
Mail of the Sword Master
Armor (half plate), uncommon (requires attunement)
While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword.
Manticore’s Tail
Weapon (morningstar), uncommon (requires attunement)
Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon’s spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.
Masher Basher
Weapon (greatclub), uncommon
A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage.
When you roll a 20 on an attack roll made with this weapon, the target is stunned until the end of its next turn.
Meteoric Plate
Armor (plate), rare (requires attunement)
This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball.
While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Mirrored Armor
Armor (breastplate, half plate, plate, or shield), uncommon
This metal armor is always polished to a mirror sheen, highly reflective, and can’t be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk’s Petrifying Gaze or a lich’s Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.
Moonsteel Weapon
Weapon (rapier or dagger), rare
The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits.
If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.
Mordant Blade
Weapon (any weapon that deals slashing damage), rare (requires attunement)
You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.
Acid Arc. While holding the weapon, you can use an action to swing it in a wide arc, spraying acid in a 15‑foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until the next dawn.
Mountain Hewer
Weapon (greataxe), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe.
As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe can’t be used again until the next dawn.
Mountaineer’s Crossbow
Weapon (any crossbow), uncommon
This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable.
While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow.
This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can’t be used in this way again until 24 hours have passed.
Muffled Armor
Armor (padded, scale mail, half plate, or any heavy), common
This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don’t have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.
Mutineer’s Blade
Weapon (scimitar), rare (requires attunement)
This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar’s command word, causing the blade to shed bright green light in a 10‑foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar.
When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target’s next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.
Odd Bodkin
Weapon (dagger), rare
This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing.
Pestilent Spear
Weapon (spear), uncommon
The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.
Pick of Ice Breaking
Weapon (war pick), uncommon
The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn’t have a damage threshold when determining the damage you deal to it with this weapon.
Pistol of the Umbral Court
Weapon (hand crossbow), very rare (requires attunement)
This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather.
You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not.
As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can’t be used again until the next dawn.
Poison Strand
Weapon (whip), very rare (requires attunement)
When you hit with an attack using this magic whip, the target takes an extra 2d4 poison damage.
If you hold one end of the whip and use an action to speak its command word, the other end magically extends and darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 17 Dexterity saving throw or become restrained. While restrained, the target takes 2d4 poison damage at the start of each of its turns, and you can use an action to pull the target up to 20 feet toward you. If you would move the target into damaging terrain, such as lava or a pit, it can make a DC 17 Strength saving throw. On a success, the target isn’t pulled toward you.
You can’t use the whip to make attacks while it is restraining a target, and if you release your end of the whip, the target is no longer restrained. The restrained target can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). On a success, the target is no longer restrained by the whip.
When the whip has restrained creatures for a total of 1 minute, you can’t restrain a creature with the whip again until the next dawn.
Primordial Scale
Armor (scale mail), uncommon (requires attunement)
This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.
Rain of Chaos
Weapon (longbow), uncommon (requires attunement)
This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a d8. The number rolled determines the damage type of the extra damage.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Lightning |
5 | Necrotic |
6 | Poison |
7 | Radiant |
8 | Thunder |
Ravager’s Axe
Weapon (greataxe), very rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn’t being worn or carried is a critical hit.
When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the void.
Reef Splitter
Weapon (warhammer), very rare (requires attunement)
The head of this warhammer is constructed of undersea volcanic rock and etched with images of roaring flames and boiling water. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack roll made with this weapon, the hammer erupts with magma, and the target takes an extra 4d6 fire damage. In addition, if the target is underwater, the water around it begins to boil with the heat of your blow, and each creature other than you within 5 feet of the target takes 2d6 fire damage.
Retribution Armor
Armor (breastplate), very rare (requires attunement)
Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature.
Retributive Resurrection. If you are killed by a creature while wearing this armor, you arise the following round as a tireless, vengeful undead. Your type changes to undead, and you gain the following benefits:
- You have resistance to necrotic damage, and you are immune to poison damage.
- You can’t be charmed or poisoned, and you don’t suffer from exhaustion.
- You have darkvision out to a range of 60 feet.
- You have advantage on saving throws against effects that turn undead.
- You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you.
You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don’t activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.
Riverine Blade
Weapon (longsword), rare
The crossguard of this distinctive sword depicts a stylized garroter crab (see Tome of Beasts) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws.
Rowdy’s Club
Weapon (club), uncommon
This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy’s ring (see Vault Rings, Rods, Staves, and Wands), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can’t be used again until the next dawn.
Ruby Crusher
Weapon (greatclub), legendary (requires attunement)
This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
You can use a bonus action to speak this magic weapon’s command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon.
When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object.
Rust Monster Shell
Armor (breastplate), rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. The armor can’t be used this way again until the next dawn.
Sacrificial Knife
Weapon (dagger), rarity varies (requires attunement)
Runes dance along the blade of this keen knife.
Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus.
Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.
Sand Arrow
Weapon (arrow), uncommon
The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target’s speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.
Sand Suit
Armor (leather), very rare (requires attunement)
Created from the treated body of a destroyed apaxrusl (see Tome of Beasts 2), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal.
In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don’t disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin’s Divine Smite or a ranger’s Primeval Awareness.
This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a d12 and reduce the damage you take by the number rolled.
Sanguine Lance
Weapon (lance), uncommon (requires attunement)
This fiendish lance runs red with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature that has blood with this lance, the target takes an extra 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Curse. This lance is cursed, and becoming attuned to it extends the curse to you. Each day, as long as you remain cursed, you have disadvantage on Constitution saving throws until you draw blood from another creature with the lance. Once the lance has done damage to another creature or its surface has been in contact with the blood of another creature, this effect of the curse is suppressed until the next dawn.
Scimitar of the Desert Winds
Weapon (scimitar), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding or carrying this scimitar, you can tolerate temperatures as low as –50 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection.
Wind Strike. When you hit a creature with the scimitar, you can use a bonus action to call upon the power of the desert winds. The target must succeed on a DC 15 Strength saving throw or be pushed up to 15 feet away from you in the direction of your choice and knocked prone. The scimitar can’t be used this way again until the next dawn.
Scourge of Devotion
Weapon (flail), rare (requires attunement)
This cat o’ nine tails is used primarily for self‑flagellation, and its tails have barbs of silver woven into them. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage.
You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can’t be removed with the greater restoration spell or similar magic and lasts until you finish a long rest.
Sea Witch’s Blade
Weapon (shortsword), very rare (requires attunement)
This slim, slightly curved blade has a ghostly sheen and a wickedly sharp edge. You can use a bonus action to speak this magic sword’s command word (“memory”) and cause the air around the blade to shimmer with a pale, violet glow. This glow sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the sword is glowing, it deals an extra 2d6 psychic damage to any target it hits. The glow lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
When a creature takes psychic damage from the sword, you can choose to have the creature make a DC 15 Wisdom saving throw. On a failure, you take 2d6 psychic damage, and the creature is stunned until the end of its next turn. Once used, this feature of the sword shouldn’t be used again until the next dawn. Each time it is used before then, the psychic damage you take increases by 2d6.
Searing Whip
Weapon (whip), rare (requires attunement)
Inspired by the searing breath weapon of a light drake (see Tome of Beasts 2), this whip seems to have filaments of light interwoven within its strands. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the creature takes an extra 1d4 radiant damage. When you roll a 20 on an attack roll made with this weapon, the target is blinded until the end of its next turn.
The whip has 3 charges, and it regains 1d3 expended charges daily at dawn or when exposed to a daylight spell for 1 minute. While wielding the whip, you can use an action to expend 1 of its charges to transform the whip into a searing beam of light. Choose one creature you can see within 30 feet of you and make one attack roll with this whip against that creature. If the attack hits, that creature and each creature in a line that is 5 feet wide between you and the target takes damage as if hit by this whip. All of this damage is radiant. If the target is undead, you have advantage on the attack roll.
Serpent’s Scales
Armor (scale mail), rare (requires attunement)
While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage.
While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores.
In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can’t be used this way again until the next dawn.
Serpent’s Tooth
Weapon (spear), uncommon (requires attunement)
When you hit with an attack using this magic spear, the target takes an extra 1d6 poison damage.
In addition, while you hold the spear, you have advantage on Dexterity (Acrobatics) checks.
Sharkskin Vest
Armor (leather), rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim.
While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can’t be used this way again until the next dawn.
Shepherd’s Flail
Weapon (flail), legendary
The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
True Authority (Requires Attunement). You must be attuned to a crook of the flock (see Vault Rings, Rods, Wands, and Staves) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type.
The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn.
Shield of Gnawing
Armor (shield), rare (requires attunement by a barbarian)
The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging.
Gnawing Attack. If you bite down on the shield while moving at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, the target takes an extra 4d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt. Once used, this property can’t be used again until the next dawn.
Shield of Missile Reversal
Armor (shield), rare (requires attunement)
While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker’s bonuses on the roll.
If the attack hits, roll damage as normal, using the attacker’s bonuses.
Shield of the Fallen
Armor (shield), common
Your allies can use this shield to move you when you aren’t capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can’t be used this way again for 1d12 hours.
Sickle of Thorns
Weapon (sickle), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can’t be used to cut trunks of saplings larger than 1 inch in diameter. It also can’t cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage.
This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.
Siege Arrow
Weapon (arrow), common
This magic arrow’s tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow.
Signaling Ammunition
Weapon (any ammunition), uncommon
This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn’t hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can’t benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.
Slick Cuirass
Armor (leather), common
This suit of leather armor has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don’t have disadvantage on attack rolls and Dexterity saving throws.
Slimeblade
Weapon (any sword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword’s tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures.
In addition, you can use an action to fling some of the sword’s slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn’t poisoned. The sword can’t be used this way again until 1 hour has passed.
Sling Stone of Screeching
Weapon (sling bullet), uncommon
This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone.
Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.
Slipshod Hammer
Weapon (light hammer), uncommon
This large smith’s hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith’s tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard.
When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target’s armor is partly damaged and takes a permanent and cumulative –2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Smoking Plate of Heithmir
Armor (plate), legendary (requires attunement)
This armor is soot-colored plate with grim dwarf visages on the pauldrons. The pauldrons emit curling smoke and are warm to the touch. You gain a +3 bonus to AC and are resistant to cold damage while wearing this armor.
In addition, when you are struck by an attack while wearing this armor, you can use a reaction to fill a 30-foot cone in front of you with dense smoke. The smoke spreads around corners, and its area is heavily obscured. Each creature in the smoke when it appears and each creature that ends its turn in the smoke must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A wind of at least 20 miles per hour disperses the smoke. Otherwise, the smoke lasts for 5 minutes. Once used, this property of the armor can’t be used again until the next dawn.
Spear of the North
Weapon (spear), very rare (requires attunement)
This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can’t make attacks with it.
Spear of the Stilled Heart
Weapon (spear), very rare (requires attunement)
This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt.
Curse. This spear is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the spear, keeping it within reach at all times. When you expend a charge from the spear, you must succeed on a DC 12 Constitution saving throw or become sensitive to bright light and distracted by a thirst for blood for 1d4 hours. If you are already suffering from this effect when you fail the saving throw, increase the duration by 1d4 hours. For the duration, you have disadvantage on Wisdom and Intelligence checks.
Spear of the Western Whale
Weapon (spear), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west.
When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.
Spearbiter
Armor (shield), rarity varies (requires attunement)
The front of this shield is fashioned in the shape of a snarling wolf’s head.
Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn.
Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.
Spectral Blade
Weapon (shortsword), rare (requires attunement)
This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage.
As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Standard of Divinity
Weapon (glaive, halberd, lance, or pike), rare (requires attunement by a cleric or paladin)
This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Plant Standard. You can use an action to thrust one end of the weapon into the ground and create a safeguard for yourself and your allies. Choose up to six creatures, which can include yourself. While within 30 feet of the standard, each creature you chose has advantage on saving throws for 1 minute. While the weapon is planted in the ground, you can’t use it to make attacks. You can’t use this property of the weapon again until the next dawn.
Steadfast Splint
Armor (splint), uncommon (requires attunement)
This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will.
Stinger
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger’s paralyzing venom. The dagger can’t be used this way again until the next dawn.
Survival Knife
Weapon (dagger), common
When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.
Swarmfoe Suit
Armor (leather or hide), uncommon (requires attunement)
While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don’t have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.
Sweet Nature
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe’s blade liquifies into harmless honey, and it can’t be used again until 24 hours have passed.
Sword of Fallen Saints
Weapon (any sword), uncommon (requires attunement)
This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.
Sword of Volsung
Weapon (longsword or greatsword), very rare (requires attunement by a fighter or paladin)
Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage.
Runes of Courage. You can’t be frightened while holding or carrying this sword.
Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed.
If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so.
Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see Vault Wondrous Items), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung.
Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed.
The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.
Tamer’s Whip
Weapon (whip), rare (requires attunement)
This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll.
When you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute. If the creature is charmed, it understands and obeys one-word commands, such as “attack,” “approach,” “stay,” or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tarian Graddfeydd Ddraig
Armor (shield), very rare (requires attunement)
This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons.
While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield’s dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can’t be used this way again until the next dawn.
d6 | Effect |
---|---|
1 | Red. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. |
2 | White. The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed save, or half as much damage and is not restrained on a successful one. |
3 | Blue. The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. |
4 | Black. The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. |
5 | Green. The target takes 4d6 poison damage and is poisoned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. |
6 | Shadow. The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. |
Tenebrous Flail of Screams
Weapon (flail), rare (requires attunement)
The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven’s claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage.
When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.
Thirsting Scalpel
Weapon (dagger), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Curse. This scalpel is cursed and contains a bearded devil’s essence. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scalpel, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven’t sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can’t heal the damage for 24 hours.
The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil’s essence to leave it. The scalpel then becomes a +1 dagger with no other properties.
Thirsting Thorn
Weapon (shortsword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage.
Curse. Made from the twisted wood of a corrupted treant, this living shortsword must be pruned regularly, as small branches grow from it whenever it draws blood. Made from one continuous piece of dark-colored wood, this single-edged blade occasionally haunts you with disturbing images of rotting forests.
Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw.
As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.
Tipstaff
Weapon (club), rare (requires attunement)
To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn.
When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Warrant. You can use an action to slip an officially issued warrant under the cords of the grip of this weapon. While it has a warrant in it, the weapon deals an extra 1d6 bludgeoning damage when you hit the creature listed in the warrant with this weapon. The tipstaff can have only one warrant in it at a time, and the warrant can name no more than three creatures.
Tracking Dart
Weapon (dart), common
When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute.
Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can’t benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.
Trident of the Vortex
Weapon (trident), very rare (requires attunement)
This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon.
Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can’t be used again until the next dawn.
Trident of the Yearning Tide
Weapon (trident), very rare (requires attunement)
The barbs of this trident are forged from mother‑of‑pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater.
The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn.
Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water.
Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target’s line of sight, the target automatically succeeds on the saving throw.
Troll Skin Armor
Armor (leather or hide), rare (requires attunement)
While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can’t be used this way again until the next dawn.
Tyrant’s Whip
Weapon (whip), uncommon
This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage on the saving throw.
Umbral Chopper
Weapon (any axe), rare (requires attunement)
This simple axe looks no different from a standard forester’s tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties.
You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn’t reduced.
Darkness. While carrying this axe, you can use an action to cast the darkness spell from it. Once used, this property can’t be used again until the next sunset.
Undine Plate
Armor (plate), rare (requires attunement)
This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don’t have disadvantage on Dexterity (Stealth) checks while underwater.
Seawater Shield. While wearing this armor, you can use a bonus action to surround yourself in a sheath of seawater until the start of your next turn. While sheathed in seawater, you have resistance to fire damage, and you are heavily obscured from melee and ranged attacks against you. The seawater doesn’t obscure your vision. Once used, this property can’t be used again until the next dawn.
Unquiet Dagger
Weapon (dagger), very rare (requires attunement by a spellcaster of evil alignment)
Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage.
You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can’t be used this way again until the next dawn.
Valkyrie’s Bite
Weapon (scimitar), rare (requires attunement)
This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.
Verses of Vengeance
Armor (shield), rare (requires attunement by a cleric or paladin)
This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents.
You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield’s normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield’s bonus to your AC until the start of your next turn.
Verse of Vengeance. As a reaction when a creature hits you with a melee attack or when you hit a creature with the tome, you can shout a verse of vengeance, and the target takes 1d4 radiant damage. Such verses include, “Surrender and know divine mercy!”, “Repent! The hour of judgment is upon you!”, “Confess and be purged from your unrighteousness!”, or similar verse appropriate to your deity.
Vestments of the Bleak Shinobi
Armor (padded), uncommon (requires attunement)
This padded black armor is fashioned in the furtive style of shinobi shōzoku garb. You have advantage on Dexterity (Stealth) checks while you wear this armor.
Darkness. While wearing this armor, you can use an action to cast the darkness spell from it with a range of 30 feet. Once used, this property can’t be used again until the next dawn.
Vile Razor
Weapon (dagger), rare (requires attunement)
This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk.
Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk.
Void-Touched Buckler
Armor (shield), very rare (requires attunement)
This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the void.
While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Invoke the Void. While wielding this shield, you can use an action to invoke the shield’s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can’t use this property of the shield again until the next dawn.
Warlock’s Aegis
Armor (leather), rare (requires attunement by a warlock)
When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor’s colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can’t be used this way again until the next dawn.
Wave Chain Mail
Armor (chain mail), rare (requires attunement)
The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water.
In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker’s turn. Once used, this property of the armor can’t be used again until the next dawn.
Web Arrows
Weapon (arrow), uncommon
Carvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs.
When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails.
The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Whip of Fangs
Weapon (whip), uncommon (requires attunement)
The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
Whip of the Blue Wyrm
Weapon (whip), uncommon (+1), rare (+2), or very rare (+3) (requires attunement)
Used by the half-dragon taskmasters of a longforgotten empire, these whips drew fear and hopelessness from those who felt their terrible stings.
This dark blue dragonscale leather whip is forged from the supple scales of a blue dragon's tail and enchanted by archmage forgemasters. Its handle of glyphed darkwood holds a single dragon claw on its base. You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon’s rarity.
You can use a bonus action to speak this whip's command word, which sends arcing bolts of lightning down the length of the whip. While lightning arcs down the whip, it deals an extra 1d6 lightning damage to any target it hits. The lightning lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.
Whirlwind Bolas
Weapon (bolas), rare
The metal weights of this magic weapon are inscribed with spiraling sigils of the wind. When you throw this bolas at a creature, the DC for the weapon’s Strength saving throw is 15 instead of 10. If a creature deals slashing damage to the bolas to free itself, the bolas can’t be used to reduce a creature’s speed again until the next dawn, when it knits itself back together.
Whirling Trip. If a creature’s speed is reduced to 0 by this weapon, you can speak a command word as a bonus action. If you do, the weights of the bolas begin to spin, creating a vortex of wind around the target. The vortex lifts the target up to 30 feet into the air, then releases it. The whirlwind bolas then flies up to 50 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. The bolas can’t be used this way again until the next dawn.
Bolas Statistics. A bolas is a martial ranged weapon with a range of 5/15 feet. It weighs 2 pounds and costs 5 gp, and it has the thrown property in addition to the special property below. The whirlwind bolas is a magical version of this weapon.
Special. A Medium or smaller creature hit by a bolas must make a DC 10 Strength saving throw or have its speed reduced to 0 and fall prone until it is freed. A bolas has no effect on formless creatures or creatures that are Large or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect.
White Ape Hide
Armor (leather or hide), very rare (requires attunement)
This armor was made from the remains of a white ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.
White Ape’s Speed. As a bonus action, you can gain a climbing speed of 30 feet for 1 hour. Once used, this property of the armor can’t be used again until the next dawn.
White Ape’s Strength. As a bonus action, you can call on the power of the white ape. For 1 minute, you have advantage on Strength and Constitution ability checks and saving throws, and you have a +1 bonus to attack and damage rolls with melee weapons. Once used, this property of the armor can’t be used again until the next dawn.
White Ape’s Wasting. When you hit a creature with a melee weapon attack, you can choose to imbue the weapon with disease. The target must succeed on a DC 15 Constitution saving throw or become infected with the arcane wasting disease. It takes 1d6 days for arcane wasting’s symptoms to manifest in an infected creature, which include forgetfulness and minor delirium. At the end of each long rest, the infected creature must succeed on a DC 15 Constitution saving throw or its Intelligence and Wisdom scores are each reduced by 1d3. The creature dies if this reduces either score to 0. Otherwise, the reduction lasts until the creature finishes a long rest after the disease is cured. The creature recovers from the disease by making two consecutive successful saving throws. The lesser restoration spell cures the disease if the spellcaster succeeds on a DC 15 spellcasting check. Once used, this property of the armor can’t be used again until 7 days have passed.
Witch Hunter’s Armor
Armor (light, medium, or heavy), rare (requires attunement)
A suit of this armor is typically etched or embroidered with protective glyphs and runes. While wearing this armor, you gain a +1 bonus to AC, and you have advantage on saving throws against spells. If you fail a saving throw against a spell while wearing this armor, you can choose to succeed instead. If you do, the armor’s magic ceases to function until the next dawn.
Witch’s Circle
Weapon (chakram), very rare (requires attunement by a spellcaster)
This damask steel weapon is a simple ring with the interior edge dulled to rest comfortably in hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Call the Four. When you hit with a ranged attack using this weapon, the target takes an extra 1d8 damage of one of the following types (your choice): cold, fire, lightning, or thunder. Immediately after the attack, the weapon flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet.
Witch’s Light. While holding this weapon, you can use an action to cast the moonbeam spell from it, using your spell save DC. You cast the 6th-level version of the spell. Once used, this property can’t be used again until the next dawn.
Chakram Statistics. A chakram is a martial melee weapon with the thrown property (range 20/60 feet). It weighs 1 pound and costs 15 gp, and it deals 1d6 slashing damage. The witch’s circle is a magical version of this weapon.
Wolf Brush
Weapon (halberd or spear), very rare (requires attunement)
From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm’s shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage.
The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight.
Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one.
Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.
Zephyr Shield
Armor (shield), very rare (requires attunement)
This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield's normal AC bonus.
Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can’t be used again until the next dawn.
Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property can’t be used again until the next dawn.