Vault Wondrous Items
Table of Contents

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Vault of Magic for 5th Edition
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This content is from Vault of Magic for 5th Edition by Kobold Press.

This page contains the wonders and mystery inherent in imbuing the mundane items of the world with magic. From boots whose heavy steps cause earthquakes, to a spicebox filled with magical spices, to an anvil that melts only precious metals, heroes will find everything they need to outfit themselves with all the odds, ends, and gadgets for their journeys.

Accursed Idol

Wondrous item, uncommon (requires attunement)

Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:

  • You can speak, read, and write Deep Speech.
  • You can use an action to speak the idol’s command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn’t frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don’t suffer the effects of the idol’s Otherworldly Whispers property at the next dusk. Once used, this property of the idol can’t be used again until the next dusk.
  • You can use an action to cast the augury spell from the idol. The idol can’t be used this way again until the next dusk.

Otherworldly Whispers. You have a 10 percent chance each day at dusk of taking 2d4 psychic damage and becoming incapacitated by fear for 1 minute as terrifying, otherworldly whispers fill your mind.

Air Seed

Wondrous item, uncommon

This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together.

You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.

Alabaster Salt Shaker

Wondrous item, rare

This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can’t be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don’t need to eat again for 48 hours, at which point the magic wears off. If you don’t eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don’t eat.

Alchemical Lantern

Wondrous item, uncommon

This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern’s bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.

Alembic of Unmaking

Wondrous item, very rare

This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks.

If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won’t physically fit into the alembic (anything larger than a shortsword or a cloak) can’t be dissolved in this way. Full dissolution and distillation of an item’s magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical.

If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling graypurple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm.

An alembic of unmaking can distill or disenchant one item per 24 hours.

Alkemancer’s Crucible

Wondrous item, artifact

Thousands of years ago, a powerful alkemancer constructed an enormous crucible in his quest to create the perfect organism. He hoped it would bring forth an immortal being that could surpass the limitations imposed by human flesh and surpass even the gods. He used the crucible to create so many monstrosities that eventually the local deities had to take action against him. The alkemancer was destroyed for his impertinence, and his crucible was sealed away at the bottom of a mighty chasm.

The alkemancer's crucible is an enormous object fashioned from white clay and engraved with mystical symbols chased with burnished copper and electrum. The crucible is large enough to hold a single Huge creature, two Large creatures, four Medium creatures, or eight Small ones.

If one or more creatures are placed in the crucible and the crucible is heated over an intense, magical flame, each creature must make a DC 20 Constitution saving throw against the crucible’s powerful transmutation magic. If this saving throw fails, the creature’s body liquefies and the creature is blinded, deafened, and paralyzed until the transformation is complete. The creature’s equipment doesn’t dissolve; as a result, most creatures are stripped naked before being placed in the crucible. Over the course of 10 minutes, the liquefied creature transforms into another creature.

If this transformation is interrupted, the transforming creature is slain. It can be brought back to life in its original form by a resurrection spell or similar magic.

If the process reaches completion, the creature transforms into another creature as if affected by a shapechange spell. The transformed creature must make a successful DC 20 Wisdom saving throw or lose its memory and all its previous abilities, traits, and features, which are replaced by the blank mind of a newly born version of the creature it transformed into. Whether or not a creature retains its mental faculties, the newly assumed form is permanent. At that point, the creature can regain its former form (and memories and abilities) only through a wish spell.

Constructs and undead are immune to the crucible’s power, as is any creature that has the Shapechanger trait, such as a doppelganger.

To determine what a creature transforms into, roll a d20 and consult the following table.

d20 Creature d20 Creature
01 Cat 11 Chimera
02 Ape 12 Griffon
03 Camel 13 Harpy
04 Dire wolf 14 Lamia
05 Giant fly 15 Manticore
06 Giant lizard 16 Spirit naga
07 Giant toad 17 Aboleth
08 Mastiff 18 Gibbering mouther
09 Tiger 19 Gargoyle
10 Basilisk 20 New life form (GM’s choice)

Destroying the Crucible. The crucible can be destroyed if a celestial and a fiend, both of at least challenge rating 15, willingly allow themselves to be transformed at the same time. If this happens, the crucible can’t take the burden of transforming both creatures and shatters in a spectacular explosion that deals 20d6 piercing damage to all creatures in a 60‑foot radius, or half as much damage with a successful DC 15 Dexterity saving throw.

Almanac of Common Wisdom

Wondrous item, common

The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac’s magic can help you recall and find the location of a city’s oldest tavern, but its magic won’t help you notice a thug hiding in an alley near the tavern.

Amulet of Memory

Wondrous item, rare (requires attunement)

Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later.

While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory.

While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory.

If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death.

Attuning to an amulet of memory removes any prior memories stored in it.

Amulet of Sustaining Health

Wondrous item, uncommon (requires attunement)

While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion.

Amulet of the Oracle

Wondrous item, rare (requires attunement)

When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it.

Change Fate. When you fail an attack roll, an ability check, or a saving throw while wearing the amulet, you can reroll the die and must use the new roll. Once used, this property can’t be used again until the next dawn.

Eternal Gift. The amulet can’t be taken from you against your will. If you want to part with the amulet, you must donate it willingly. If you exchange the amulet for money or some other good or service, you have disadvantage on Wisdom checks and Wisdom saving throws until the next dawn, at which time the amulet reappears on your person. At the GM’s discretion, the amulet can be exchanged in return for a service such as saving a life, rebuilding a burned home, or other selfless service.

Amulet of Whirlwinds

Wondrous item, rare (requires attunement)

This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot‑tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell).

Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it.

A creature within 5 feet of the whirlwind 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 whirlwind.

When all of the amulet’s charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp.

Angelic Earrings

Wondrous item, uncommon (requires attunement)

These earrings feature platinum loops from which hang bronzed claws from a chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment.

If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.

Animated Abacus

Wondrous item, common

If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.

Ankh of Aten

Wondrous item, rare

This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn’t blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn.

Apron of the Eager Artisan

Wondrous item, common

Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan’s tools.

If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can’t change them again until the next dawn.

Arcanaphage Stone

Wondrous item, rare (requires attunement)

Similar to the rocks found in a bird’s gizzard, this smooth stone helps an arcanaphage (see Creature Codex) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells.

Magic Absorption. When a spellcaster casts a spell within 30 feet of you while you are holding or wearing this stone, you can use a reaction to activate the stone and interrupt the spell. This works like the counterspell spell, except the stone must always make a check, regardless of the spell’s level. The stone makes the check with a +5 bonus. If the check is successful, the stone increases its Absorption score by 1. Its Absorption score can’t exceed 8, and if the stone has Absorption 8, it can no longer be used to interrupt spells. Once used, this property of the stone can’t be used again until the next dawn.

Magic Expulsion. You can use an action to throw the stone up to 60 feet. The stone explodes on impact and is destroyed. Each creature within 5 feet per Absorption score of where the stone landed must make a DC 15 Dexterity saving throw, taking 1d6 force damage per Absorption score on a failed save, or half as much damage on a successful one.

Ashes of the Fallen

Wondrous item, rare

Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use.

You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don’t cast spells are unaffected.

A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster’s prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.

Aurochs Bracers

Wondrous item, uncommon (requires attunement)

These bracers have the graven image of a bull’s head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.

Baba Yaga’s Cinderskull

Wondrous item, rare (requires attunement)

Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures.

Scorching Skull. While holding the skull, you can use an action to cast a 3rd-level scorching ray from it. When you make the spell’s attacks, you do so with an attack bonus of +7. The skull can’t be used in this way again until the next dawn.

Bag of Bramble Beasts

Wondrous item, uncommon

This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound.

You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three spiky objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A nonbeast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time.

A beast animal companion or familiar disappears once placed in the bag, and the bag’s magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag.
1d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger

Bramble Creature Template

Only a beast can become a bramble creature. It retains all its statistics except as noted below.

Type. The creature’s type changes from beast to plant.

Vulnerabilities. The creature is vulnerable to fire damage.

Resistances. The creature has resistance to piercing damage from nonmagical attacks.

Immunities. The creature has immunity to poison.

Condition Immunities. The creature can’t be poisoned.

Senses. The creature has tremorsense with a radius of 10 feet.

New Trait: Thorn Body.* A creature that touches the bramble creature or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.

Bag of Traps

Wondrous item, rare

Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.

Bagpipes of Battle

Wondrous item, uncommon (requires attunement)

Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might!

You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally.

A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once used, the bagpipes can’t be used in this way again until the next dawn.

Baleful Wardrums

Wondrous item, uncommon (requires attunement)

You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.

Band of Iron Thorns

Wondrous item, rare (requires attunement)

This black iron armband bristles with long, needle‑sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn’t function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.

Bandana of Brachiation

Wondrous item, uncommon (requires attunement)

While wearing this bright yellow bandana, you have a climbing speed of 30 feet, and you gain a +5 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks to jump over obstacles, to land on your feet, and to land safely on a breakable or unstable surface, such as a tree branch or rotting wooden rafters.

Bandana of Bravado

Wondrous item, uncommon (requires attunement)

While wearing this bright red bandana, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened.

Bands of Restraint

Wondrous item, uncommon

These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature’s limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks.

Banner of the Fortunate

Wondrous item, uncommon (requires attunement)

While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll. The banner can’t be used this way again until the next dawn.

Battle Standard of Passage

Wondrous item, uncommon

This battle standard hangs from a 4-foot-long pole and bears the colors and heraldry of a long-forgotten nation. You can use an action to plant the pole in the ground, causing the standard to whip and wave as if in a breeze. Choose up to six creatures within 30 feet of the standard, which can include yourself. Nonmagical difficult terrain costs the creatures you chose no extra movement.

In addition, each creature you chose can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

The standard stops waving and the effect ends after 10 minutes, or when a creature uses an action to pull the pole from the ground. The standard can’t be used this way again until the next dawn.

Bead of Exsanguination

Wondrous item, rare

This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points.

You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it.

If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20‑foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one.

If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.

Bear Paws

Wondrous item, uncommon (requires attunement)

These hand wraps are made of flexible beeswax that ooze sticky honey. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple.

Bed of Spikes

Wondrous item, rare

This wide, wooden plank holds hundreds of two-inch long needle-like spikes. When you finish a long rest on the bed, you have resistance to piercing damage and advantage on Constitution saving throws to maintain your concentration on spells you cast for 8 hours or until you finish a short or long rest. Once used, the bed can’t be used again until the next dusk.

Belt of the Wilds

Wondrous item, uncommon (requires attunement)

This thin cord is made from animal sinew. While wearing the cord, you have advantage on Wisdom (Survival) checks to follow tracks left by beasts, giants, and humanoids.

While wearing the belt, you can use a bonus action to speak the belt’s command word. If you do, you leave tracks of the animal of your choice instead of your regular tracks. These tracks can be those of a Large or smaller beast with a CR of 1 or lower, such as a pony, rabbit, or lion. If you repeat the command word, you end the effect.

Beast Disguise. While wearing the belt and leaving beast tracks, you can speak a command word to make your physical appearance match the tracks you leave. This illusion covers you and moves with you, walking, standing, or otherwise moving as you desire. It lasts as long as you concentrate (as if concentrating on a spell), up to 10 minutes. The changes wrought by this illusion don’t hold up to physical inspection.

For example, if you use this illusion to appear like a lion, the hand of someone who reaches out to touch the lion would pass through the larger creature’s body, feeling nothing. To discern you are disguised, a creature can use its action to inspect your appearance and must succeed on a DC 13 Intelligence (Investigation) check. Once used, this property can’t be used again until the next dawn.

Berserker’s Kilt

Wondrous item, rarity varies (requires attunement by a barbarian)

This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing.

Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends.

Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type.

Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.

Bituminous Orb

Wondrous item, very rare (requires attunement)

A tarlike substance leaks continually from this orb, which radiates a cloying darkness and emanates an unnatural chill. While attuned to the orb, you have darkvision out to a range of 60 feet. In addition, you have immunity to necrotic damage, and you have advantage on saving throws against spells and effects that deal radiant damage.

This orb has 6 charges and regains 1d6 daily at dawn. You can expend 1 charge as an action to lob some of the orb’s viscous darkness at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the creature is blinded and takes 2d8 necrotic damage at the start of each of its turns, and you can use a bonus action to move the grappled creature up to 20 feet in any direction. You can’t move the creature more than 60 feet away from the orb. Alternatively, you can use an action to expend 2 charges and crush the grappled creature. The creature must make a DC 15 Constitution saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

You can end the grapple at any time (no action required). The orb’s power can grapple only one creature at a time.

Black Phial

Wondrous item, uncommon

This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing. A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial’s last charge, roll a d20. On a 1, the phial crumbles into dust and is destroyed.

Blessed Pauper’s Purse

Wondrous item, common (requires attunement)

This worn cloth purse appears empty, even when opened, yet seems to always have enough copper pieces in it to make any purchase of urgent necessity when you dig inside. The purse produces enough copper pieces to provide for a poor lifestyle. In addition, if anyone asks you for charity, you can always open the purse to find 1 or 2 cp available to give away. These coins appear only if you truly intend to gift them to one who asks.

Blinding Lantern

Wondrous item, uncommon

This ornate brass lantern comes fitted with heavily inscribed plates shielding the cut crystal lens. With a flick of a lever, as an action, the plates rise and unleash a dazzling array of lights at a single target within 30 feet.

You must use two hands to direct the lights precisely into the eyes of a foe. The target must succeed on a DC 11 Wisdom saving throw or be blinded until the end of its next turn. A creature blinded by the lantern is immune to its effects for 1 minute afterward. This property can’t be used in a brightly lit area. By opening the shutter on the opposite side, the device functions as a normal bullseye lantern, yet illuminates magically, requiring no fuel and giving off no heat.

Blood Mark

Wondrous item, uncommon

Used as a form of currency between undead lords and the humanoids of their lands, this coin resembles a gold ring with a single hole in the center. It holds 1 charge, visible as a red glow in the center of the coin. While holding the coin, you can use an action to expend 1 charge and regain 1d3 hit points. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This reduction lasts until the creature finishes a long rest. It dies if this reduces its hit point maximum to 0. You can expend the charges in up to 5 blood marks as part of the same action.

To replenish an expended charge in a blood mark, a humanoid must pledge a pint of their blood in a 10-minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow. There is no limit to how much blood a humanoid may pledge, but each coin can hold only 1 charge. To pledge more, the humanoid must perform the ritual on another blood mark.

Any person foolish enough to pledge more than a single blood coin might find the coins all redeemed at once, since such redemptions often happen at great blood feasts held by vampires and other undead.

Blood Pearl

Wondrous item, uncommon

This crimson pearl feels slick to the touch and contains a mote of blood imbued with malign purpose. As an action, you can break the pearl, destroying it, and conjure a blood elemental (see Creature Codex) for 1 hour. The elemental is friendly to you and your companions for the duration.

Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

Bloodpearl Bracelet

Wondrous item, uncommon (silver) or very rare (gold)

This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet’s color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points.

When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can’t be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points.

The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can’t be used again until the next dawn when the pearls regrow.

Silver Bloodpearl Bracelet
d6 Ooze CR Blood Price
1 Dipsa* 1/4 5 hp
2 Treacle* 1/4 5 hp
3 Gray Ooze 1/2 5 hp
4 Alchemical Apprentice+ 1 7 (2d6)
5 Suppurating Ooze+ 1 7 (2d6)
6 Gelatinous Cube 2 10 (3d6)
Gold Bloodpearl Bracelet
d6 Ooze CR Blood Price
1 Philosopher’s Ghost+ 4 17 (5d6)
2 Ink Guardian+ 4 17 (5d6)
3 Black Pudding 4 17 (5d6)
4 Corrupting Ooze* 5 21 (6d6)
5 Blood Ooze+ 6 24 (7d6)
6 Ruby Ooze+ 6 24 (7d6)

*indicates a creature from the Tome of Beasts
+indicates a creature from the Creature Codex

Bloodwhisper Cauldron

Wondrous item, very rare (requires attunement by a creature of evil alignment)

This ancient, oxidized cauldron sits on three stubby legs and has images of sacrifice and ritual cast into its iron sides. When filled with concoctions that contain blood, the bubbling cauldron seems to whisper secrets of ancient power to those bold enough to listen. While filled with blood, the cauldron has the following properties. Once filled, the cauldron can’t be refilled again until the next dawn.

Destruction. As an action, you can force the cauldron to spew a miasma of vaporous blood in a 30‑foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 4d4 necrotic damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cauldron contains enough liquid to use this property up to 3 times before it needs to be refilled with blood.

Restoration. As an action, you can drink from the cauldron. If you do, you regain 20 hit points, are cured of any diseases and levels of exhaustion, and you regain all expended spell slots and class features as if you had completed a long rest. Once used, this property can’t be used again for 3 days.

Visions. If you spend at least 1 minute gazing into the bubbling liquid within the cauldron, you gain insight into your immediate future. You have advantage on the next 3 ability checks or saving throws you make within 1 hour of receiving these visions. Afterwards, the cauldron’s liquid disappears, and the cauldron must be refilled before you can use this property again.

Blue Rose

Wondrous item, rare

The petals of this cerulean flower can be prepared into a compote and consumed. A single flower can make 3 doses. When you consume a dose, your Intelligence, Wisdom, and Charisma scores are reduced by 1 each. This reduction lasts until you finish a long rest. You can consume up to three doses as part of casting a spell, and you can choose to affect your spell with one of the following options for each dose you consumed:

  • If the spell is of the abjuration school, increase the save DC by 2.
  • If the spell has more powerful effects when cast at a higher level, treat the spell’s effects as if you had cast the spell at one slot level higher than the spell slot you used.
  • The spell is affected by one of the following metamagic options, even if you aren’t a sorcerer: heightened, quickened, or subtle.

A spell can’t be affected by the same option more than once, though you can affect one spell with up to three different options. If you consume one or more doses without casting a spell, you can choose to instead affect a spell you cast before you finish a long rest.

In addition, consuming blue rose gives you some protection against spells. When a spellcaster you can see casts a spell, you can use your reaction to cause one of the following:

  • You have advantage on the saving throw against the spell if it is a spell of the abjuration school.
  • If the spell is counterspell or dispel magic, the DC increases by 2 to interrupt your spellcasting or to end a magic effect on you.

You can use this reaction a number of times equal to the number of doses you consumed.

Blue Rose Addiction. Blue rose is a highly addictive substance. You must succeed on a DC 13 Constitution saving throw each time you consume a dose of it or become addicted. It takes 1d4 days for blue rose addiction’s symptoms to manifest in a creature. Symptoms include fatigue and nausea. You suffer one level of exhaustion, and you regain only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. At the end of each long rest, you must make a DC 13 Constitution saving throw. On a failed save, your Hit Dice maximum is reduced by 25 percent. This reduction affects only the number of Hit Dice you can use to regain hit points during a short rest; it doesn’t reduce your hit point maximum. This reduction lasts until you recover from the addiction. If you have no remaining Hit Dice to lose, you suffer one level of exhaustion, and your Hit Dice are returned to 75 percent of your maximum Hit Dice. The process then repeats until you die from exhaustion or you recover from the addiction. On a successful save, your exhaustion level decreases by one level.

If a successful saving throw reduces your level of exhaustion below 1, you recover from the addiction. A greater restoration spell or similar magic ends the addiction and its effects. Consuming at least one dose of blue rose again halts the effects of the addiction for 2 days, at which point you can consume another dose of blue rose to halt it again or the effects of the addiction continue as normal.

Blue Willow Cloak

Wondrous item, uncommon

This light cloak of fey silk is waterproof. While wearing this cloak in the rain, you can use your action to pull up the hood and become invisible for up to 1 hour. The effect ends early if you attack or cast a spell, if you use an action to pull down the hood, or if the rain stops. The cloak can’t be used this way again until the next dawn.

Book of Ebon Tides

Wondrous item, very rare (requires attunement by a wizard)

This strange, twilight‑hued tome was written on pages of pure shadow weave, bound in traditional birch board covers wrapped with shadow goblin hide, and imbued with the memories of forests on the Plane of Shadow. Its covers often reflect light as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and shadow fey (see Tome of Beasts).

The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property.

Ebon Tides. If you spend 100 hours over the period of 30 days or more studying the volume, you can perform a magical ritual to shift the structure of the Plane of Shadow in particular ways. At any point after your study completes, you can expend 5 of the book’s charges while spending 1 minute concentrating and performing invocations to transform the terrain near you. You don’t need to repeat the study to use this property again.

When the magic ritual completes, make an Intelligence (Arcana) check and consult the Terrain Changes table (below) for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot‑wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected; built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an overshadow (see Tome of Beasts 2) also appears and attacks you. On a 20, you can choose two options.

Deities, fey lords and ladies (see Tome of Beasts), archdevils, demon lords, and other powerful rulers in the Plane of Shadow can prevent these terrain modifications from happening in their presence or anywhere within their respective domains.

Shadow Lore. If you spend 10 minutes referencing this book while researching the Plane of Shadow or its creatures, you double your proficiency bonus on Arcana, History, and Religion checks to recall lore about such subjects for the next 24 hours. If you don’t have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are only proficient when recalling information about the subjects of your research. This research can be done during a short rest.

Spells. While holding the book, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: cloak of shadow* (1 charge), darkness (2 charges), mirror image (2 charges), phantasmal killer (4 charges), see invisibility (2 charges), seeming (5 charges), shadow gateway* (5 charges), shadow step* (4 charges), or slither* (2 charges). You can also use an action to cast the douse light* or minor illusion spell from the book without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, illusion, or shadows, such as invisibility or major image.

Retributive Shadows. You can use an action to speak a special command word and rip the book in half. The book is destroyed and releases its remaining magic in a wave of shadow magic. Four 10-foot cubes of shadow move outward from the book in the cardinal directions, and each cube moves up to 20 feet away from the point where the book was destroyed each round. This effect works like the creeping darkness* spell, except it creates four cubes instead of three, and the necrotic damage dealt by the spell increases by 1d6 for each charge remaining in the book. At the GM’s discretion, this effect can work like the incendiary cloud spell instead of the creeping darkness* spell, except the cloud is a cloud of shadow that deals necrotic damage instead of fire damage, is centered on you, and the damage dealt by the spell increases by 1d4 for each charge remaining in the book.

Terrain Changes
DC Effect
8 Obscuring a path and removing all signs of passage (30 feet per point over 7)
10 Creating a grove of trees (30 feet across per point over 9)
11 Creating or drying up a lake or pond (up to 10 feet across per point over 10)
12 Creating a flowing stream (1 foot wide per point over 11)
13 Overgrowing an existing road with brush or trees (300 feet per point over 12)
14 Shifting a river to a new course (300 feet per point over 13)
15 Moving a forest (300 feet per point over 14)
16 Creating a small hill, riverbank, or cliff (10 feet tall per point over 15)
17 Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16)
18 Creating a new river (10 feet wide per point over 17)
19 Turning a large forest into grassland, or vice versa (300 feet across per point over 19)
20 Creating a new mountain (1,000 feet high per point over 19)
21 Drying up an existing river (reducing width by 10 feet per point over 20)
22 Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21)

Book of Eibon

Wondrous item, legendary (requires attunement)

This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel.

The book holds the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, yellow sign*, eldritch communion*, create undead, gate, harm, astral projection, and Void rift*. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel.

If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can’t be used again until the next dawn.

Book Shroud

Wondrous item, uncommon

When not bound to a book, this red leather book cover is embossed with images of eyes on every inch of its surface. When you wrap this cover around a tome, it shifts the book’s appearance to a plain red cover with a title of your choosing and blank pages on which you can write.

When viewing the wrapped book, other creatures see the plain red version with any contents you’ve written. A creature succeeding on a DC 15 Wisdom (Perception) check sees the real book and can remove the shroud.

Bookkeeper Inkpot

Wondrous item, uncommon

This glass vessel looks like an ordinary inkpot. A quill fashioned from an ostrich feather accompanies the inkpot. You can use an action to speak the inkpot’s command word, targeting a bookkeeper (see Creature Codex) that you can see within 10 feet of you. An unwilling bookkeeper must succeed on a DC 13 Charisma saving throw or be transferred to the inkpot, making you the bookkeeper’s new “creator.” While the bookkeeper is contained within the inkpot, it suffers no harm due to being away from its bound book, but it can’t use any of its actions or traits that apply to it being in a bound book. Dipping the quill in the inkpot and writing in a book binds the bookkeeper to the new book.

If the inkpot is found as treasure, there is a 50 percent chance it contains a bookkeeper. An identify spell reveals if a bookkeeper is inside the inkpot before using the inkpot’s ink.

Bookmark of Eldritch Insight

Wondrous item, common

This cloth bookmark is inscribed with blurred runes that are hard to decipher. If you use this bookmark while researching ancient evils (such as archdevils or demon lords) or otherworldly mysteries (such as the void or the Great Old Ones) during a long rest, the bookmark crumbles to dust and grants you its knowledge. You double your proficiency bonus on Arcana, History, and Religion checks to recall lore about the subject of your research for the next 24 hours. If you don’t have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are proficient only when recalling information about the subject of your research.

Boots of Pouncing

Wondrous item, rare (requires attunement)

These soft leather boots have a collar made of albino death weasel fur (see Creature Codex). While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor.

If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.

Boots of Quaking

Wondrous item, very rare

While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone.

In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can’t do so again until the next dawn.

Boots of Solid Footing

Wondrous item, uncommon

A thick, rubbery sole covers the bottoms and sides of these stout leather boots. They are useful for maneuvering in cluttered alleyways, slick sewers, and the occasional patch of ice or gravel. While you wear these boots, you can use a bonus action to speak the command word. If you do, nonmagical difficult terrain doesn’t cost you extra movement when you walk across it wearing these boots. If you speak the command word again as a bonus action, you end the effect.

When the boots’ property has been used for a total of 1 minute, the magic ceases to function until the next dawn.

Boots of the Grandmother

Wondrous item, rare (requires attunement)

While wearing these boots, you have proficiency in the Stealth skill if you don’t already have it, and you double your proficiency bonus on Dexterity (Stealth) checks.

As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can’t be used again until the next dawn.

Boots of the Swift Striker

Wondrous item, rare (requires attunement)

While you wear these boots, your walking speed increases by 10 feet. In addition, when you take the Dash action while wearing these boots, you can make a single weapon attack at the end of your movement. You can’t continue moving after making this attack.

Bottled Boat

Wondrous item, uncommon

This clear glass bottle contains a tiny replica of a wooden rowboat down to the smallest detail, including two stout oars, a miniature coil of hemp rope, a fishing net, and a small cask. You can use an action to break the bottle, destroying the bottle and releasing its contents. The rowboat and all of the items emerge as full-sized, normal, and permanent items of their type, which includes 50 feet of hempen rope, a cask containing 20 gallons of fresh water, two oars, and a 12-foot‑long rowboat.

Bountiful Cauldron

Wondrous item, common

If this small, copper cauldron is filled with water and a half pound of meat, vegetables, or other foodstuffs then placed over a fire, it produces a simple, but hearty stew that provides one creature with enough nourishment to sustain it for one day. As long as the food is kept within the cauldron with the lid on, the food remains fresh and edible for up to 24 hours, though it grows cold unless reheated.

Box of Secrets

Wondrous item, rare

This well-made, cubical box appears to be a normal container that can hold as much as a normal chest. However, each side of the chest is a lid that can be opened on cunningly concealed hinges. A successful DC 15 Wisdom (Perception) check notices that the sides can be opened. When you use an action to turn the box so a new side is facing up, and speak the command word before opening the lid, the current contents of the chest slip into an interdimensional space, leaving it empty once more. You can use an action to fill the box again, then turn it over to a new side and open it, again sending the contents to the interdimensional space. This can be done up to six times, once for each side of the box.

To gain access to a particular batch of contents, the correct side must be facing up, and you must use an action to speak the command word as you open the lid on that side. A box of secrets is often crafted with specific means of telling the sides apart, such as unique carvings on each side, or having each side painted a different color.

If any side of the box is destroyed completely, the contents that were stored through that side are lost. Likewise, if the entire box is destroyed, the contents are lost forever.

Bracelet of the Fire Tender

Wondrous item, uncommon

This bracelet is made of thirteen small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin.

While wearing this bracelet, you don’t have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog.

Braid Whip Clasp

Wondrous item, uncommon (requires attunement)

This intricately carved ivory clasp can be wrapped around or woven into braided hair 3 feet or longer. While the clasp is attached to your braided hair, you can speak its command word as a bonus action and transform your braid into a dangerous whip. If you speak the command word again, you end the effect.

You gain a +1 bonus to attack and damage rolls made with this magic whip. When the clasp’s property has been used for a total of 10 minutes, you can’t use it to transform your braid into a whip again until the next dawn.

Brass Snake Ball

Wondrous item, rare (requires attunement)

Most commonly used by assassins to strangle sleeping victims, this heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of a coiled snake embossed around it. You can use an action to command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use Armor Class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can’t be used again until the next sunset.

Brawler’s Leather

Wondrous item, common

These rawhide straps have lines of crimson runes running along their length. They require 10 minutes of bathing them in salt water before carefully wrapping them around your forearms.

Once fitted, you gain a +1 bonus to attack and damage rolls made with unarmed strikes. The straps become brittle with use. After you have dealt damage with unarmed strike attacks 10 times, the straps crumble away.

Breathing Reed

Wondrous item, common

This tiny river reed segment is cool to the touch. If you chew the reed while underwater, it provides you with enough air to breathe for up to 10 minutes. At the end of the duration, the reed loses its magic and can be harmlessly swallowed or spit out.

Briarthorn Bracers

Wondrous item, uncommon

These leather bracers are inscribed with Elvish runes. While wearing these bracers, you gain a +1 bonus to AC if you are using no shield. In addition, while in a forest, nonmagical difficult terrain costs you no extra movement.

Broken Fang Talisman

Wondrous item, common

This talisman is a piece of burnished copper, shaped into a curved fang with a large crack through the middle. While wearing the talisman, you can use an action to cast the encrypt/decrypt (see Deep Magic for 5th Edition) spell. The talisman can’t be used this way again until 1 hour has passed.

Broom of Sweeping

Wondrous item, common

You can use an action to speak the broom's command word and give it short instructions consisting of a few words, such as “sweep the floor” or “dust the cabinets.” The broom can clean up to 5 cubic feet each minute and continues cleaning until you use another action to deactivate it. The broom can’t climb barriers higher than 5 feet and can’t open doors.

Brotherhood of Fezzes

Wondrous item, uncommon

This trio of fezzes works only if all three hats are worn within 60 feet of each other by creatures of the same size. If one of the hats is removed or moves further than 60 feet from the others or if creatures of different sizes are wearing the hats, the hats’ magic temporarily ceases.

While three creatures of the same size wear these fezzes within 60 feet of each other, each creature can use its action to cast the alter self spell from it at will. However, all three wearers of the fezzes are affected as if the same spell was simultaneously cast on each of them, making each wearer appear identical to the other. For example, if one Medium wearer uses an action to change its appearance to that of a specific elf, each other wearer’s appearance changes to look like the exact same elf.

Bubbling Retort

Wondrous item, uncommon

This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius.

The bubbles last for 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.

Buckle of Blasting

Wondrous item, legendary (requires attunement)

This soot-colored steel buckle has an exploding flame etched into its surface. It can be affixed to any common belt. While wearing this buckle, you have resistance to force damage. In addition, the buckle has 5 charges, and it regains 1d4 + 1 charges daily at dawn. It has the following properties.

Blast. As an action, you can expend 2 charges to release a blast of magical energy in a 30-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 4d6 force damage and is pushed up to 10 feet away from you. On a success, a creature takes half the damage and isn’t pushed. This blast deals triple damage to objects and structures, and it ignores damage thresholds of 10 or lower.

Illuminate. As an action, you can expend 1 or more of the buckle’s charges to cause the buckle to shed light. It sheds warm, bright light in a 10-foot radius for each charge expended and dim light for an additional 10 feet for each charge expended. The light lasts for 1 hour or until you extinguish it (no action required).

Burglar’s Lock and Key

Wondrous item, uncommon

This heavy iron lock bears a stout, pitted key permanently fixed in the keyhole. As an action, you can twist the key counterclockwise to instantly open one door, chest, bag, bottle, or container of your choice within 30 feet.

Any container or portal weighing more than 30 pounds or restrained in any way (latched, bolted, tied, or the like) automatically resists this effect.

Burning Skull

Wondrous item, very rare (requires attunement)

This appallingly misshapen skull—though alien and monstrous in aspect—is undeniably human, and it is large and hollow enough to be worn as a helm by any Medium humanoid. The skull helm radiates an unholy spectral aura, which sheds dim light in a 10-foot radius. According to legends, gazing upon a burning skull freezes the blood and withers the brain of one who understands not its mystery.

Gaze. The helm has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can use an action and expend 1 charge to gaze at a creature you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected by one of the helm’s gazes. Choose one of the following effects:

Enervating Gaze. The target deals only half damage with weapon attacks that use Strength for 1 minute. It can make a DC 17 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Paralyzing Gaze. 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.

Phantasmal Gaze. The target takes 4d6 psychic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Butter of Disbelief

Wondrous item, uncommon

This stick of magical butter is carved with arcane runes and never melts or spoils. It has 3 charges. While holding this butter, you can use an action to slice off a piece and expend 1 charge to cast the grease spell (save DC 13) from it. The grease that covers the ground looks like melted butter.

The butter regains all expended charges daily at dawn. If you expend the last charge, the butter disappears.

Candle of Communion

Wondrous item, uncommon

This black candle burns with an eerie, violet flame. The candle’s magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle’s flame is magically or nonmagically snuffed out, it is destroyed.

Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.

Candle of Summoning

Wondrous item, uncommon

This black candle burns with an eerie, green flame. The candle’s magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed.

Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle.

Candle of Visions

Wondrous item, common

This black candle burns with an eerie, blue flame. The candle’s magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed.

Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle’s smoke. Doing so destroys the candle.

Cap of Thorns

Wondrous item, very rare (requires attunement)

Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage.

Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma saving throw or be affected by a charm person spell as thorns pierce their body. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the charmed effect is permanent until remove curse or similar magic is cast on the target.

Cape of Targeting

Wondrous item, rare (requires attunement)

You gain a +1 bonus to AC while wearing this long, flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating.

While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak’s command word to activate it, allowing your allies’ ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says “shoot me!” in different tones and cadences into the minds of each friendly creature that can see you and the cloak. The cloak can’t be used this way again until the next dawn.

Captain’s Flag

Wondrous item, rare

This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship’s captain and crew.

While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn.

Captain’s Goggles

Wondrous item, rare (requires attunement)

These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can’t suffer from exhaustion.

Case of Preservation

Wondrous item, common

This item appears to be a standard map or scroll case fashioned of well-oiled leather. You can store up to ten rolled-up sheets of paper or five rolled-up sheets of parchment in this container. While ensconced in the case, the contents are protected from damage caused by fire, exposure to water, age, or vermin.

Cataloguing Book

Wondrous item, rare (requires attunement)

This nondescript book contains statistics and details on various objects. Libraries often use these tomes to assist visitors in finding the knowledge contained within their stacks.

You can use an action to touch the book to an object you wish to catalogue. The book inscribes the object’s name, provided by you, on one of its pages and sketches a rough illustration to accompany the object’s name. If the object is a magic item or otherwise magic-imbued, the book also inscribes the object’s properties. The book becomes magically connected to the object, and its pages denote the object’s current location, provided the object is not protected by nondetection or other magic that thwarts divination magic. When you attune to this book, its previously catalogued contents disappear.

Encrypt Book. You can use an action to speak a command word to encrypt the book’s contents, which you and up to ten creatures of your choice can understand. A second command word removes the encryption, returning the text to a language of your choice (typically Common).

Seek Object. If you and a catalogued object are on the same plane of existence, you can teleport to the object’s location. This property works like the teleport spell, except you teleport only yourself and you treat the object’s location as “very familiar.” Once used, you can’t use this property again until 7 days have passed.

Celestial Sextant

Wondrous item, uncommon (requires attunement)

The ancient elves constructed these sextants to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain.

While attuned to the sextant, you can spend 1 minute using the sextant to determine your latitude and longitude, provided you can see the sun or stars. You can use an action steer up to four vessels that are within 1 mile of the sextant, provided their crews are willing. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.

Censer of Dark Shadows

Wondrous item, uncommon

This enchanted censer paints the air with magical, smoky shadow. While holding the censer, you can use an action to speak its command word, causing the censer to emit shadow in a 30-foot radius for 1 hour.

Bright light and sunlight within this area is reduced to dim light, and dim light within this area is reduced to magical darkness. The shadow spreads around corners, and nonmagical light can’t illuminate this shadow.

The shadow emanates from the censer and moves with it. Completely enveloping the censer within another sealed object, such as a lidded pot or a leather bag, blocks the shadow. If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Once the censer is used to emit shadow, it can’t do so again until the next dusk.

Centaur Wrist-Wraps

Wondrous item, uncommon (requires attunement)

These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again.

Chalice of Forbidden Ecstasies

Wondrous item, uncommon (requires attunement by a spellcaster)

The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can’t be used again until the next dusk.

Chalk of Exodus

Wondrous item, uncommon

This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.

Chamrosh Salve

Wondrous item, rare

This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a chamrosh (see Tome of Beasts 2), the holy hound from which this salve gets its name.

As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.

Charlatan’s Veneer

Wondrous item, uncommon (requires attunement)

This silken scarf is a more powerful version of the commoner’s veneer (see page 128). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage.

You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids.

In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf can’t be used this way again until the next dawn.

Charm of Restoration

Wondrous item, common

This fist-sized ball of tightly‑wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.

Chronomancer’s Pocket Clock

Wondrous item, very rare

This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.

Cinch of the Wolfmother

Wondrous item, uncommon (requires attunement)

This belt is made of the treated and tanned intestines of a dire wolf, enchanted to imbue those who wear it with the ferocity and determination of the wolf. While wearing this belt, you can use an action to cast the druidcraft or speak with animals spell from it at will. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Curse. This belt is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the belt fails to end the curse on you.

If you are reduced to 0 hit points while attuned to the belt and fail two death saving throws, you die immediately as your body violently erupts in a shower of blood, and a dire wolf emerges from your entrails. You assume control of the dire wolf, and it gains additional hit points equal to half of your maximum hit points prior to death. The belt then crumbles and is destroyed.

If the wolf is targeted by a remove curse spell, then you are reborn when the wolf dies, just as the wolf was born when you died. However, if the curse remains after the wolf dies, you remain dead.

Circlet of Holly

Wondrous item, uncommon (requires attunement)

While wearing this circlet, you gain the following benefits:

  • Language of the Fey. You can speak and understand Sylvan.
  • Friend of the Fey. You have advantage on ability checks to interact socially with fey creatures.
  • Poison Sense. You know if any food or drink you are holding contains poison.

Circlet of Persuasion

Wondrous item, uncommon

While wearing this circlet, you have advantage on Charisma (Persuasion) checks.

Clacking Teeth

Wondrous item, rare

Taken from a fleshspurned (see Tome of Beasts 2), a toothy ghost, this bony jaw holds oversized teeth that sweat ectoplasm. The jaw has 3 charges and regains 1d3 expended charges daily at dusk. While holding the jaw, you can use an action to expend 1 of its charges and choose a target within 30 feet of you. The jaw’s teeth clatter together, and the target must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute. While confused, the target acts as if under the effects of the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Clamor Bell

Wondrous item, common (requires attunement)

You can affix this small, brass bell to an object with the leather cords tied to its top. If anyone other than you picks up, interacts with, or uses the object without first speaking the bell’s command word, it rings for 5 minutes or until you touch it and speak the command word again. The ringing is audible 100 feet away. If a creature takes an action to cut the bindings holding the bell onto the object, the bell ceases ringing 1 round after being released from the object.

Clarifying Goggles

Wondrous item, uncommon

These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured.

Cloak of Coagulation

Wondrous item, uncommon (requires attunement)

While wearing this rust red cloak, your blood quickly clots. When you are subjected to an effect that causes additional damage on subsequent rounds due to bleeding, blood loss, or continual necrotic damage, such as a horned devil’s tail attack or a sword of wounding, the effect ceases after a single round of damage. For example, if a stirge hits you with its proboscis, you take the initial damage, plus the damage from blood loss on the following round, after which the wound clots, the stirge detaches, and you take no further damage. The cloak doesn’t prevent a creature from using such an attack or effect again; a horned devil or a stirge can attack you again, though the cloak will continue to stop any recurring effects after a single round.

Cloak of Petals

Wondrous item, uncommon (requires attunement)

This delicate cloak is covered in an array of pink, purple, and yellow flowers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide in areas containing flowering plants. The cloak has 3 charges. When a creature you can see targets you with an attack, you can use your reaction to expend 1 of its charges to release a shower of petals from the cloak. If you do so, the attacker has disadvantage on the attack roll. The cloak regains 1d3 expended charges daily at dawn.

Cloak of Sails

Wondrous item, uncommon (requires attunement)

The interior of this simple, black cloak looks like white sailcloth. While wearing this cloak, you gain a +1 bonus to AC and saving throws. You lose this bonus while using the cloak’s Sailcloth property.

Sailcloth. While on the deck or roof of a vehicle powered by wind, you can use an action to spread this cloak out behind you to catch the wind as if it were an actual sail, increasing the movement speed of the vehicle by 30 feet. The cloak continues to function as a sail as long as you maintain concentration. If you leave the vehicle, this effect ends immediately.

Cloak of Squirrels

Wondrous item, rare (requires attunement)

This wool brocade cloak features a repeating pattern of squirrel heads and tree branches. It has 3 charges and regains all expended charges daily at dawn.

While wearing this cloak, you can use an action to expend 1 charge to cast the legion of rabid squirrels spell (see Deep Magic for 5th Edition) from it. You don’t need to be in a forest to cast the spell from this cloak, as the squirrels come from within the cloak. When the spell ends, the swarm vanishes back inside the cloak.

Cloak of the Bearfolk

Wondrous item, uncommon (requires attunement)

While wearing this cloak, your Constitution score is 15, and you have proficiency in the Athletics skill. The cloak has no effect if you already have proficiency in this skill or if your Constitution score is already 15 or higher.

Cloak of the Eel

Wondrous item, uncommon (requires attunement)

While wearing this rough, blue-gray leather cloak, you have a swimming speed of 40 feet. When you are hit with a melee weapon attack while wearing this cloak, you can use your reaction to generate a powerful electric charge. The attacker must succeed on a DC 13 Dexterity saving throw or take 2d6 lightning damage. The attacker has disadvantage on the saving throw if it hits you with a metal weapon. The cloak can’t be used this way again until the next dawn.

Cloak of the Empire

Wondrous item, uncommon (requires attunement by a creature of non-good alignment)

This voluminous grey cloak has bright red trim and the sigil from an unknown empire on its back. The cloak is stiff and doesn’t fold as easily as normal cloth. Whenever you are struck by a ranged weapon attack, you can use a reaction to reduce the damage from that attack by your Charisma modifier (minimum of 1).

Cloak of the Inconspicuous Rake

Wondrous item, uncommon (requires attunement)

This cloak is spun from simple gray wool and closed with a plain, triangular copper clasp. While wearing this cloak, you can use a bonus action to make yourself forgettable for 5 minutes. A creature that sees you must make a DC 15 Intelligence saving throw as soon as you leave its sight. On a failure, the witness remembers seeing a person doing whatever you did, but it doesn’t remember details about your appearance or mannerisms and can’t accurately describe you to another. Creatures with truesight aren’t affected by this cloak. The cloak can’t be used this way again until the next dawn.

Cloak of the Ram

Wondrous item, uncommon (requires attunement)

While wearing this cloak, you can use an action to transform into a mountain ram (use the statistics of a giant goat). This effect works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. You can use an action to transform back into your original form.

Each time you transform into a ram in a single day, you retain the hit points you had the last time you transformed. If you were reduced to 0 hit points the last time you were a ram, you can’t become a ram again until the next dawn.

Cloak of the Rat

Wondrous item, rare (requires attunement)

While wearing this gray garment, you have a +5 bonus to your passive Wisdom (Perception) score.

Rat Form. While wearing this cloak, you can use an action to cast polymorph on yourself, transforming into a rat. While you are in the form of the rat, 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. Once used, this property of the cloak can’t be used again until the next dawn.

Shrink. While wearing this cloak, you can use a bonus action to shrink in size as if you gained the “reduce” effect of the enlarge/reduce spell until the end of your next turn. Once used, this property of the cloak can’t be used again until the next dawn.

Cloak of Wicked Wings

Wondrous item, uncommon (requires attunement)

From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, 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. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak can’t be used this way again until the next dawn.

Clockwork Gauntlet

Wondrous item, uncommon (requires attunement)

This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the gauntlet, you can expend 1 charge as a bonus action to force the ram in the gauntlets to slam a creature within 5 feet of you. The ram thrusts out from the gauntlet and makes its attack with a +5 bonus. On a hit, the target takes 2d8 bludgeoning damage, and it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.

Clockwork Hand

Wondrous item, uncommon (requires attunement)

A beautiful work of articulate brass, this prosthetic clockwork hand (or hands) can’t be worn if you have both of your hands. While wearing this hand, you gain a +2 bonus to damage with melee weapon attacks made with this hand or weapons wielded in this hand.

Clockwork Hare

Wondrous item, legendary

Gifted by a deity of time and clockwork, these simple‑seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30-foot radius from it for 1 hour. The field moves with the hare, remaining centered on it.

While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again.

The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again.

Clockwork Mynah Bird

Wondrous item, rare

This mechanical brass bird is nine inches long from the tip of its beak to the end of its tail, and it can become active for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed.

If you use your action to speak the first command word (“listen” in Ignan), it cocks its head and listens intently to all nearby sounds with a passive Wisdom (Perception) of 17 for up to 10 minutes. When you give the second command word (“speak”), it repeats back what it heard in a metallic-sounding—though reasonably accurate—portrayal of the sounds. You can use the clockwork mynah bird to relay sounds and conversations it has heard to others.

As an action, you can command the mynah to fly to a location it has previously visited within 1 mile. It waits at the location for up to 1 hour for someone to command it to speak. At the end of the hour or after it speaks its recording, it returns to you. The clockwork mynah bird has an Armor Class of 14, 5 hit points, and a flying speed of 50 feet.

Clockwork Pendant

Wondrous item, rare (requires attunement)

This pendant resembles an ornate, miniature clock and has 3 charges. While holding this pendant, you can expend 1 charge as an action to cast the blur, haste, or slow spell (save DC 15) from it. The spell’s duration changes to 3 rounds, and it doesn’t require concentration. You can have only one spell active at a time. If you cast another, the previous spell effect ends. It regains 1d3 expended charges daily at dawn.

If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, it creates a temporal distortion for 1d4 rounds. For the duration, each creature and object that enters or starts its turn within 10 feet of the pendant has immunity to all damage, all spells, and all other physical or magical effects but is otherwise able to move and act normally. If a creature moves further than 10 feet from the pendant, these effects end for it. At the end of the duration, the pendant crumbles to dust.

Clockwork Spider Cloak

Wondrous item, rare (requires attunement)

This hooded cloak is made from black spider silk and has thin brass ribbing stitched on the inside. It has 3 charges. While wearing the cloak, you gain a +2 bonus on Dexterity (Stealth) checks. As an action, you can expend 1 charge to animate the brass ribs into articulated spider legs 1 inch thick and 6 feet long for 1 minute. You can use the charges in succession. The spider legs allow you to climb at your normal walking speed, and you double your proficiency bonus and gain advantage on any Strength (Athletics) checks made for slippery or difficult surfaces. The cloak regains 1d3 charges each day at sunset.

Coffer of Memory

Wondrous item, rare (requires attunement)

This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than 1 minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer's point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it.

If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 15 Charisma check.

Collar of Beast Armor

Wondrous item, uncommon (requires attunement)

This worked leather collar has stitching in the shapes of various animals. While a beast wears this collar, its base AC becomes 13 + its Dexterity modifier. It has no effect if the beast’s base AC is already 13 or higher. This collar affects only beasts, which can include a creature affected by the polymorph spell or a druid assuming a beast form using Wild Shape.

Comfy Slippers

Wondrous item, common

While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.

Commander’s Helm

Wondrous item, common

This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.

Commander’s Visage

Wondrous item, very rare (requires attunement)

This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.

Commander’s Call. You can use a bonus action to expend 1 of its charges to bark a command at one ally you can see within 30 feet of you. The target can use its reaction to move up to half its speed and make one attack.

Conscription. You can use an action to expend 2 of its charges to conscript one humanoid within 60 feet of you that can see the mask. This conscription works like the dominate person spell, except it lasts 1 minute, requiring no concentration. You can have only one humanoid conscripted at a time. If you conscript another, the effect on the previous target ends.

Unsettling Glower. When a creature that can see the mask makes a melee attack against you, you can use your reaction to spend 1 charge to force the target to make a DC 15 Wisdom saving throw. On a failure, the creature must choose a new target or lose the attack.

Commoner’s Veneer

Wondrous item, common (requires attunement)

When you wear this simple, homespun scarf around your neck or head, it casts a minor glamer over you that makes you blend in with the people around you, avoiding notice. When in an area containing 25 or more humanoids, such as a city street, market place, or other public locale, Wisdom (Perception) checks to spot you amid the crowd have disadvantage. This item’s power only works for creatures of the humanoid type or those using magic to take on a humanoid form.

Communal Flute

Wondrous item, rare (requires attunement by a bard)

This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can’t be used this way again until the next dawn.

Coral of Enchanted Colors

Wondrous item, legendary (requires attunement)

This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam’s color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour.

Green. On a failed save, the target is transformed into a Tiny fish, such as a herring or salmon, for 1 hour. This effect works like the polymorph spell, except you don’t need to maintain concentration on the effect. The target can repeat the saving throw at the end of each minute, ending the effect on itself on a success.

Yellow. On a failed save, the target takes 10d6 radiant damage and suffers two levels of exhaustion as its body is rapidly drained of moisture. On a successful save, the target takes half the damage and doesn’t suffer exhaustion.

Blue. On a failed save, the target takes 10d6 cold damage and is paralyzed for 1 minute. On a successful save, the target takes half the damage and isn’t paralyzed. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pink. On a failed save, the target takes 10d6 acid damage and is wracked with pain for 1 minute. On a successful save, the target takes half the damage and isn’t wracked with pain. While wracked with pain, the creature has disadvantage on ability checks, attack rolls, and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Corpsehunter’s Medallion

Wondrous item, rare (requires attunement)

This amulet is made from the skulls of grave rats or from scrimshawed bones of the ignoble dead. While wearing it, you have resistance to necrotic damage.

Countermelody Crystals

Wondrous item, uncommon

This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.

Crab Gloves

Wondrous item, uncommon (requires attunement)

These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 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 claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can’t attack other creatures with that claw.

While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus’ claws. In addition, you can’t wield weapons or a shield, and you can’t cast a spell that has a somatic component.

A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation.

Pulling the gloves on or off requires an action.

Craven’s Heart

Wondrous item, uncommon

This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed.

The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.

Crawling Cloak

Wondrous item, rarity varies (requires attunement)

This unusual cloak is made of many overlapping, broad strips of thick cloth.

Crawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.

Sturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.

Crimson Carpet

Wondrous item, uncommon

This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet’s command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn’t need to be anchored and can hover. The carpet has immunity to all damage and isn’t affected by the dispel magic spell. The disintegrate spell destroys the carpet.

The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can’t be unrolled again until the next dawn.

Crown of the Pharaoh

Wondrous item, legendary (requires attunement)

The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits:

  • Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher.
  • You have a flying speed equal to your walking speed.
  • While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.

Dancing Caltrops

Wondrous item, common (requires attunement)

After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side. Tripping Hazard. You can use a reaction when a creature enters the area containing the caltrops to make the caltrops skitter into the creature’s path.

If the creature isn’t moving at half speed, it has disadvantage on the saving throw. If the creature is moving at half speed, it must make the saving throw, but it doesn’t have disadvantage. Once used, this feature of the caltrops can’t be used again until the next dawn.

Dancing Floret

Wondrous item, rare (requires attunement)

This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing.

The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at dawn.

Scintillating Petals. You can use an action and expend 1 charge to cause the floret to release scintillating petals. Choose up to three creatures within 20 feet of you. If a target can see the petals, it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and has a speed of 0 as it watches the petals. The effect ends for a target if the target takes damage or another creature uses an action to shake it out of its stupor.

Serrated Twirl. You can use an action and expend 1 charge to command the floret to fling an arcing swirl of serrated leaves. Each creature within 10 feet of you must make a DC 15 Dexterity saving throw, taking 4d6 slashing damage on a failed save, or half as much damage on a successful one.

Dancing Ink

Wondrous item, common

This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page’s text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars.

One pot can be used to fill 25 pages of a book or a similar total area for larger banners.

Dastardly Quill and Parchment

Wondrous item, rare

Favored by spies, this quill and parchment are magically linked as long as both remain on the same plane of existence. When a creature writes or draws on any surface with the quill, that writing or drawing appears on its linked parchment, exactly as it would appear if the writer was writing or drawing on the parchment with black ink. This effect doesn’t prevent the quill from being used as a standard quill on a nonmagical piece of parchment, but this written communication is one-way, from quill to parchment. The quill’s linked parchment is immune to all nonmagical inks and stains, and any magical messages written on the parchment disappear after 1 minute and aren’t conveyed to the creature holding the quill.

The parchment is approximately 9 inches wide by 13 inches long. If the quill’s writing exceeds the area of the parchment, the older writing fades from the top of the sheet, replaced by the newer writing. Otherwise, the quill’s writing remains on the parchment for 24 hours, after which time all writing fades from it. If either item is destroyed, the other item becomes nonmagical.

Decoy Card

Wondrous item, uncommon

This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm.

While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check.

The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card’s face becomes blank, and the card becomes nonmagical.

Deepchill Orb

Wondrous item, common

This fist-sized sphere of blue quartz emits cold. If placed in a container with a capacity of up to 5 cubic feet, it keeps the internal temperature of the container at a consistent 40 degrees Fahrenheit.

This can keep liquids chilled, preserve cooked foods for up to 1 week, raw meats for up to 3 days, and fruits and vegetables for weeks. If you hold the orb without gloves or other insulating method, you take 1 cold damage each minute you hold it. At the GM’s discretion, the orb’s cold can be applied to other uses, such as keeping it in contact with a hot item to cool down the item enough to be handled, wrapping it and using it as a cooling pad to bring down fever or swelling, or similar.

Deserter’s Boots

Wondrous item, rare (requires attunement)

While you wear these boots, your walking speed increases by 10 feet, and you gain a +1 bonus to Dexterity saving throws.

Curse. These boots are cursed. Attuning to them extends the curse to you until you are targeted by the remove curse spell or similar magic. Removing the boots fails to end the curse on you. If an ally you can see is within 5 feet of a creature hostile to your ally, your speed is halved when you move away from that ally. If more than one ally is within 5 feet of a creature hostile to it, you suffer this penalty only when you move away from all of those allies.

Devil Shark Mask

Wondrous item, rare (requires attunement)

When you wear this burgundy face covering, it transforms your face into a shark-like visage, and the mask sprouts wicked horns. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls with this magic bite. In addition, you have advantage on Charisma (Intimidation) checks while wearing this mask.

Curse. The mask is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mask, wearing it at all times. If you haven’t used the mask’s bite to damage a creature in the past 24 hours, the mask compels you to bite out a chunk of your flesh. You take 2d6 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the curse is removed. If your hit point maximum is reduced to 0 as a result of this curse, you die, transform into a devil shark (see Creature Codex), and teleport to the nearest open body of water.

Devilish Doubloon

Wondrous item, very rare

This gold coin bears the face of a leering devil on the obverse.

If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions.

Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn’t reappear, and you can be restored to life only by means of a true resurrection or wish spell.

Distracting Doubloon

Wondrous item, common

This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together.

You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed.

Djinn Vessel

Wondrous item, rare

A rough predecessor to the ring of djinni summoning and the ring of elemental command, this clay vessel is approximately a foot long and half as wide. An iron stopper engraved with a rune of binding seals its entrance.

If the vessel is empty, you can use an action to remove the stopper and cast the banishment spell (save DC 15) on a celestial, elemental, or fiend within 60 feet of you. At the end of the spell’s duration, if the target is an elemental, it is trapped in this vessel. While trapped, the elemental can take no actions, but it is aware of occurrences outside of the vessel and of other djinn vessels.

You can use an action to remove the vessel’s stopper and release the elemental the vessel contains. Once released, the elemental acts in accordance with its normal disposition and alignment.

Doppelganger Ointment

Wondrous item, rare

This ceramic jar contains 1d4 + 1 doses of a thick, creamy substance that smells faintly of pork fat. The jar and its contents weigh 1/2 a pound. Applying a single dose to your body takes 1 minute. For 24 hours or until it is washed off with an alcohol solution, you can change your appearance, as per the Change Appearance option of the alter self spell. For the duration, you can use a bonus action to return to your normal form, and you can use an action to return to the form of the mimicked creature.

If you add a piece of a specific creature (such as a single hair, nail paring, or drop of blood), the ointment becomes more powerful allowing you to flawlessly imitate that creature, as long as its body shape is humanoid and within one size category of your own. While imitating that creature, you have advantage on Charisma checks made to convince others you are that specific creature, provided they didn’t see you change form.

Dread Scarab

Wondrous item, very rare (requires attunement)

The abdomen of this beetle-shaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature.

While wearing this brooch, you gain the following benefits:

  • You have advantage on saving throws against spells.
  • The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended.

Curse. This scarab is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scarab, keeping it within reach at all times. While cursed by this brooch, you are sensitive to sunlight and celestial creatures within 1 mile of you are aware of the scarab and seek to destroy it. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Dust of Desiccation

Wondrous item, rare

This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can’t speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust.

Dust of Muffling

Wondrous item, common

You can scatter this fine, silvery-gray dust on the ground as an action, covering a 10-foot-square area. There is enough dust in one container for up to 5 uses. When a creature moves over an area covered in the dust, it has advantage on Dexterity (Stealth) checks to remain unheard. The effect remains until the dust is swept up, blown away, or tracked away by the traffic of eight or more creatures passing through the area.

Dust of the Dead

Wondrous item, uncommon

This stoppered vial is filled with dust and ash. There is enough of it for one use.

When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up.

If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.

Eagle Cape

Wondrous item, very rare (requires attunement)

The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet.

In addition, you can use an action to speak the cloak’s command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can’t use the cape in this way again until the next dawn.

Earrings of the Eclipse

Wondrous item, uncommon

These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.

Earrings of the Agent

Wondrous item, rare (requires attunement)

Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop.

Small Hoop. You can use an action to expend this hoop’s charge and choose a 10-foot by 10-foot area you can see. For 10 minutes, you can hear all sounds as though you were standing within that area. You can end this effect at any time.

Large Hoop. While you are hidden, you can use an action to expend this hoop’s charge to conceal your presence from nearby creatures. Choose a point you can see within 120 feet of you. Each creature within 10 feet of that point has disadvantage on Wisdom (Perception) checks to see, hear, and smell you for 1 minute. This effect ends early if you are no longer hidden.

Earrings of the Storm Oyster

Wondrous item, very rare (requires attunement)

The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:

  • You have resistance to lightning and thunder damage.
  • You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.
  • You can’t be deafened.
  • You can breathe air and water.
  • As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can’t be used this way again until the next dawn.

Ebon Shards

Wondrous item, very rare (requires attunement by a spellcaster of evil alignment)

These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete.

The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.

Elemental Wraps

Wondrous item, very rare (requires attunement)

These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest.

The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance.

The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.

Everflowing Bowl

Wondrous item, uncommon

This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.

Eye of Horus

Wondrous item, uncommon

This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.

Eye of the Golden God

Wondrous item, legendary (requires attunement)

A shining multifaceted violet gem sits at the center of this fist‑sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well‑made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can’t be frightened and you don’t suffer from exhaustion.

In addition, you always know which item within 20 feet of you is the most valuable, though you don’t know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object.

Curse. This amulet is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the amulet, wearing it at all times. You are cursed until targeted by the remove curse spell or similar magic. While cursed, you attract the attention of cultists and devils tied to the golden god. Each time you finish a long rest, roll a d20. On an 18-20, followers of the golden god find you before your next long rest and try to kill you to take the amulet from you. The followers are minor cultists and devils at first and progressively get more powerful each time they appear. The golden god never appears as a result of this amulet’s curse. The GM determines what kind of followers attack you and in what quantities.

Eyes of the Outer Dark

Wondrous item, very rare (requires attunement)

These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet.

As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren’t suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can’t be used again until the next dawn.

Eyes of the Portal Masters

Wondrous item, rare

While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one‑way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.

Fanged Mask

Wondrous item, uncommon (requires attunement)

This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack’s damage dice double (for example, 1d4 becomes 2d4).

Farhealing Bandages

Wondrous item, uncommon (requires attunement by a cleric, druid, or paladin)

This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour.

While the target is within 60 feet of you and the bandage’s magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can’t be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.

Fear-Eater’s Mask

Wondrous item, uncommon (requires attunement)

This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.

Feather Token

Wondrous item, rarity varies

The following are additional feather token options.

Cloud (Uncommon). This white feather is shaped like a cloud. You can use an action to step on the token, which expands into a 10-foot-diameter cloud that immediately begins to rise slowly to a height of up to 20 feet. Any creatures standing on the cloud rise with it. The cloud disappears after 10 minutes, and anything that was on the cloud falls slowly to the ground.

Dark of the Moon (Rare). This black feather is shaped like a crescent moon. As an action, you can brush the feather over a willing creature’s eyes to grant it the ability to see in the dark. For 1 hour, that creature has darkvision out to a range of 60 feet, including in magical darkness. Afterwards, the feather disappears.

Held Heart (Very Rare). This red feather is shaped like a heart. While carrying this token, you have advantage on initiative rolls. As an action, you can press the feather against a willing, injured creature. The target regains all its missing hit points and the feather disappears.

Jackdaw’s Dart (Common). This black feather is shaped like a dart. While holding it, you can use an action to throw it at a creature you can see within 30 feet of you. As it flies, the feather transforms into a blot of black ink. The target must succeed on a DC 11 Dexterity saving throw or the feather leaves a black mark of misfortune on it. The target has disadvantage on its next ability check, attack roll, or saving throw then the mark disappears. A remove curse spell ends the mark early.

Ferryman’s Coins

Wondrous item, common

It is customary in many faiths to weight a corpse’s eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death’s river to the afterlife. Ferryman’s coins, though, ensure the body stays in the ground regardless of the spirit’s destination. These coins, which feature a death’s head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead.

When you place two coins on a corpse’s closed lids and activate them with a simple prayer, they can’t be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.

Figurehead of Prowess

Wondrous item, rarity varies

A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time.

Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word.

Albatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision.

Basilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2.

Dragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5.

Kraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn.

Manta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it.

Narwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check.

Octopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn.

Sphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn.

Xorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.

Figurine of Wondrous Power

Wondrous item, rarity varies

The following are additional figurine of wondrous power options.

Amber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed.

Basalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified.

Coral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed.

Hematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement.

Lapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9).

Marble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed.

Tin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed.

Violet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.

Firebird Feather

Wondrous item, uncommon

This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn’t use oxygen. While holding the feather, you can tolerate temperatures as low as –50 degrees Fahrenheit.

Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a –1 penalty on the saving throw.

Flag of the Cursed Fleet

Wondrous item, legendary

This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard.

Cursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life.

Cursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it.

Unholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn’t destroyed, no matter its CR. In addition, the captain and crew can’t be frightened while aboard a vessel flying this flag.

When a creature that isn’t a construct or undead and isn’t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.

Flask of Epiphanies

Wondrous item, legendary (requires attunement)

This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask’s contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.

Fleshspurned Mask

Wondrous item, rare (requires attunement)

This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a fleshspurned (see Tome of Beasts 2). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap.

While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don’t have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature’s challenge rating (minimum of 1).

Curse. This mask is cursed. Becoming attuned to it and wearing it extends the curse to you. While cursed, you can’t remove the mask unless you are targeted by the remove curse spell. In addition, you have disadvantage on attack rolls with weapons other than the mask’s teeth. If you finish a long rest and haven’t used the mask’s teeth to deal damage to a creature since your previous long rest, you gain the Incorporeal Movement trait until you damage a creature with the mask’s teeth. The Incorporeal Movement trait allows you to move through creatures and solid objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object. Each hour you have the Incorporeal Movement trait, you have a 10 percent chance of encountering a hungry flesh-spurned attracted to your plight.

Flood Charm

Wondrous item, common

This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface—such as if you are grappled or restrained, or if the water completely fills the area—the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble’s duration, or when you leave the water, the charm’s effects end and it becomes a nonmagical stone.

Flute of Saurian Summoning

Wondrous item, uncommon

This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can’t be used to conjure dinosaurs again until the next dawn.

Fly Whisk of Authority

Wondrous item, uncommon

If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can’t use the fly whisk this way again until the next dawn.

Frost Pellet

Wondrous item, rare

Fashioned from the stomach lining of a devil shark (see Creature Codex), this rubbery pellet is cold to the touch. When you consume the pellet, you feel bloated, and you are immune to cold damage for 1 hour. Once before the duration ends, you can expel a 30-foot cone of cold water. Each creature in the cone must make a DC 15 Constitution saving throw.

On a failure, the creature takes 6d8 cold damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and isn’t pushed away.

Frostfire Lantern

Wondrous item, very rare (requires attunement)

While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern’s flame has burned for 1 hour, it can’t be lit again until the next dawn. You can extinguish the lantern’s flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern’s total burn time.

When a creature enters the lantern’s light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern’s light.

Freezing Light. While holding this lit lantern, you can use an action to force the lantern’s flame to emit a freezing chill. Each creature in the lantern’s light must make a DC 17 Constitution saving throw, taking 5d6 cold damage on a failed save, or half as much damage on a successful one. For 1 minute, the lantern’s flame continues emitting wisps of cold air, making the area in the light difficult terrain as surfaces become slick with frost. Each creature you chose when you lit the lantern is also immune to this freezing light, and the difficult terrain caused by this freezing light doesn’t cost it extra movement. Once used, this property of the lantern can’t be used again until the next dawn.

Fulminar Bracers

Wondrous item, very rare (requires attunement)

Stylized etchings of cat-like lightning elementals known as fulminars (see Creature Codex) cover the outer surfaces of these solid silver bracers.

While wearing these bracers, lightning crackles harmless down your hands, and you have resistance to lightning damage and thunder damage.

The bracers have 3 charges. You can use an action to expend 1 charge to create lightning shackles that bind up to two creatures you can see within 60 feet of you. Each target must make a DC 15 Dexterity saving throw. On a failure, a target takes 4d6 lightning damage and is restrained for 1 minute. On a success, the target takes half the damage and isn’t restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges daily at dawn. The bracers also regain 1 charge each time you take 10 lightning damage while wearing them.

Garments of Winter’s Knight

Wondrous item, legendary (requires attunement)

This white-and-blue outfit is designed in the style of fey nobility and maximized for both movement and protection. The multiple layers and snow-themed details of this garb leave no doubt that whoever wears these clothes is associated with the winter queen of faerie. You gain the following benefits while wearing the outfit:

  • If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • Whenever a creature within 5 feet of you hits you with a melee attack, the cloth steals heat from the surrounding air, and the attacker takes 2d8 cold damage.
  • You can’t be charmed, and you are immune to cold damage.
  • You can use a bonus action to extend your senses outward to detect the presence of fey. Until the start of your next turn, you know the location of any fey within 60 feet of you.

Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic; removing the outfit fails to end the curse. As long as you remain cursed, you are unwilling to part with the outfit. While cursed, all fey creatures not in service to the faerie queen of winter are hostile toward you.

Gauntlet of the Iron Sphere

Wondrous item, very rare (requires attunement)

This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures.

If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet’s command word and conjure an iron sphere (see Creature Codex). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can’t be used this way again until the next dawn.

Gazebo of Shade and Shelter

Wondrous item, rare

You can use an action to place this 3-inch sandstone gazebo statuette on the ground and speak its command word. Over the next 5 minutes, the sandstone gazebo grows into a full-sized gazebo that remains for 8 hours or until you speak the command word that returns it to a sandstone statuette.

The gazebo’s posts are made of palm tree trunks, and its roof is made of palm tree fronds. The floor is level, clean, dry and made of palm fronds. The atmosphere inside the gazebo is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The gazebo’s walls are opaque from the outside, appearing wooden, but they are transparent from the inside, appearing much like sheer fabric. When activated, the gazebo has an opening on the side facing you. The opening is 5 feet wide and 10 feet tall and opens and closes at your command, which you can speak as a bonus action while within 10 feet of the opening. Once closed, the opening is immune to the knock spell and similar magic, such as that of a chime of opening. The gazebo is 20 feet in diameter and is 10 feet tall. It is made of sandstone, despite its wooden appearance, and its magic prevents it from being tipped over.

It has 100 hit points, immunity to nonmagical attacks excluding siege weapons, and resistance to all other damage. The gazebo contains crude furnishings: eight simple bunks and a long, low table surrounded by eight mats. Three of the wall posts bear fruit: one coconut, one date, and one fig. A small pool of clean, cool water rests at the base of a fourth wall post. The trees and the pool of water provide enough food and water for up to 10 people. Furnishings and other objects within the gazebo dissipate into smoke if removed from the gazebo. When the gazebo returns to its statuette form, any creatures inside it are expelled into unoccupied spaces nearest to the gazebo’s entrance.

Once used, the gazebo can’t be used again until the next dusk. If reduced to 0 hit points, the gazebo can’t be used again until 7 days have passed.

Ghost Dragon Horn

Wondrous item, very rare

Scales from dead dragons cover this wooden, curved horn. You can use an action to speak the horn’s command word and then blow the horn, which emits a blast in a 30-foot cone, containing shrieking spectral dragon heads. Each creature in the cone must make a DC 17 Wisdom saving throw. On a failure, a creature tales 5d10 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half the damage and isn’t frightened.

Dragons have disadvantage on the saving throw and take 10d10 psychic damage instead of 5d10. A frightened target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

If a dragon takes damage from the horn’s shriek, the horn has a 20 percent chance of exploding. The explosion deals 10d10 psychic damage to the blower and destroys the horn.

Once you use the horn, it can’t be used again until the next dawn. If you kill a dragon while holding or carrying the horn, you regain use of the horn.

Ghost Thread

Wondrous item, rare

Most of this miles-long strand of enchanted silk, created by phase spiders, resides on the Ethereal Plane. Only a few inches at either end exist permanently on the Material Plane, and those may be used as any normal string would be. Creatures using it to navigate can follow one end to the other by running their hand along the thread, which phases into the Material Plane beneath their grasp. If dropped or severed (AC 8, 1 hit point), the thread disappears back into the Ethereal Plane in 2d6 rounds.

Ghoul Light

Wondrous item, very rare

This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern’s magic doesn’t improve the meat’s flavor, but the light does restore the meat’s nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant damage.

Curse. When a creature eats meat that has been rendered edible by this lantern’s light, the creature must succeed on a DC 15 Constitution saving throw or become cursed until it is targeted by the remove curse spell or similar magic. While cursed, the creature has a craving for the flesh of humanoid corpses. If the cursed creature goes longer than 7 days without consuming at least 1 ounce of flesh from a dead humanoid, it can’t regain hit points by any means until it consumes such flesh.

Giggling Orb

Wondrous item, rare

This glass sphere measures 3 inches in diameter and contains a swirling, yellow mist. You can use an action to throw the orb up to 60 feet. The orb shatters on impact and is destroyed. Each creature within a 20-foot-radius of where the orb landed must succeed on a DC 15 Wisdom saving throw or fall prone in fits of laughter, becoming incapacitated and unable to stand for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Girdle of Traveling Alchemy

Wondrous item, very rare (requires attunement)

This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids:

  • 2 flasks of alchemist’s fire
  • 2 flasks of alchemist’s ice*
  • 2 vials of acid
  • 2 jars of swarm repellent*
  • 1 vial of assassin’s blood poison
  • 1 potion of climbing
  • 1 potion of healing

*indicates an item found in Deep Magic for 5th Edition

Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they’re transferred to another container before being used.

Gliding Cloak

Wondrous item, uncommon

By grasping the ends of the cloak while falling, you can glide up to 5 feet horizontally in any direction for every 1 foot you fall. You descend 60 feet per round but take no damage from falling while gliding in this way.

A tailwind allows you to glide 10 feet per 1 foot descended, but a headwind forces you to only glide 5 feet per 2 feet descended.

Gloomflower Corsage

Wondrous item, very rare (requires attunement)

This black, six-petaled flower fits neatly on a garment’s lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened.

While wearing the flower, you can use an action to speak one of three command words to invoke the corsage’s power and cause one of the following effects:

  • When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour.
  • When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage.
  • When you speak the third command word, your form shifts and shimmers. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Each time you use the flower, one of its petals curls in on itself. You can’t use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at dusk.

Gloves of the Magister

Wondrous item, rare (requires attunement)

The backs of each of these black leather gloves are set with gold fittings as if to hold a jewel. While you wear the gloves, you can cast mage hand at will. You can affix an ioun stone into the fitting on a glove. While the stone is affixed, you gain the benefits of the stone as if you had it in orbit around your head. If you take an action to touch a creature, you can transfer the benefits of the ioun stone to that creature for 1 hour. While the creature is gifted the benefits, the stone turns gray and provides you with no benefits for the duration. You can use an action to end this effect and return power to the stone. The stone’s benefits can also be dispelled from a creature as if they were a 7th‑level spell. When the effect ends, the stone regains its color and provides you with its benefits once more.

Gloves of the Walking Shade

Wondrous item, very rare (requires attunement)

Each glove is actually comprised of three, black ivory rings (typically fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately-engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits:

  • You have resistance to necrotic damage.
  • You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points.
  • You can use an action to become a living shadow for 1 minute. For the duration, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can’t be used again until the next nightfall.

Goggles of Firesight

Wondrous item, uncommon (requires attunement)

The lenses of these combination fleshy and plantlike goggles extend a few inches away from the goggles on a pair of tentacles. While wearing these lenses, you can see through lightly obscured and heavily obscured areas without your vision being obscured, if those areas are obscured by fire, smoke, or fog. Other effects that would obscure your vision, such as rain or darkness, affect you normally.

When you fail a saving throw against being blinded, you can use a reaction to call on the power within the goggles. If you do so, you succeed on the saving throw instead. The goggles can’t be used this way again until the next dawn.

Goggles of Shade

Wondrous item, uncommon

While wearing these dark lenses, you have advantage on Charisma (Deception) checks. If you have the Sunlight Sensitivity trait and wear these goggles, you no longer suffer the penalties of Sunlight Sensitivity while in sunlight.

Granny Wax

Wondrous item, uncommon

Normally found in a small glass jar containing 1d3 doses, this foul-smelling, greasy yellow substance is made by hags in accordance with an age-old secret recipe. You can use an action to rub one dose of the wax onto an ordinary broom or wooden stick and transform it into a broom of flying for 1 hour.

Grasping Cap

Wondrous item, legendary (requires attunement)

This cap is a simple, blue silk hat with a goose feather trim. While wearing this cap, you have advantage on Strength (Athletics) checks made to climb, and the cap deflects the first ranged attack made against you each round.

In addition, when a creature attacks you while within 30 feet of you, it is illuminated and sheds red-hued dim light in a 50-foot radius until the end of its next turn. Any attack roll against an illuminated creature has advantage if the attacker can see it.

Grasping Cloak

Wondrous item, very rare (requires attunement)

Made of strips of black leather, this cloak always shines as if freshly oiled. The strips writhe and grasp at nearby creatures. While wearing this cloak, you can use a bonus action to command the strips to grapple a creature no more than one size larger than you within 5 feet of you. The strips make the grapple attack roll with a +7 bonus. On a hit, the target is grappled by the cloak, leaving your hands free to perform other tasks or actions that require both hands. However, you are still considered to be grappling a creature, limiting your movement as normal. The cloak can grapple only one creature at a time.

Alternatively, you can use a bonus action to command the strips to aid you in grappling. If you do so, you have advantage on your next attack roll made to grapple a creature. While grappling a creature in this way, you have advantage on the contested check if a creature attempts to escape your grapple.

Green Mantle

Wondrous item, very rare (requires attunement)

This garment is made of living plants—mosses, vines, and grasses—interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits:

  • If you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
  • You have resistance to radiant damage.
  • You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature.
  • As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can’t be used again until the next dawn.

Curse. Once you don and attune to this cursed mantle, you are cursed and can’t remove it unless you are targeted by the remove curse spell or similar magic. The mantle requires at least 1 pint of water each day. If you fail to provide water to it, it draws the moisture it needs from your body, dealing 3d6 necrotic damage to you. If it is unable to gain moisture, due to its host’s immunities or magical protections or being in a dry environment on a dead host, the mantle begins to wither. After the first 24 hours it is unable to gain moisture, the Armor Class it provides is reduced by 1, and you lose resistance to radiant damage. After 48 hours without moisture, it no longer provides an Armor Class, and you lose immunity to the poisoned condition and plant-based poison damage. After 72 hours without moisture, it dies, becoming nonmagical, and you are able to remove it.

Grifter’s Deck

Wondrous item, common

When you deal a card from this slightly greasy, well-used deck, you can choose any specific card to be on top of the deck, assuming it hasn’t already been dealt. Alternatively, you can choose a general card of a specific value or suit that hasn’t already been dealt.

Gritless Grease

Wondrous item, uncommon

This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can’t reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the spell’s duration.

Hair Pick of Protection

Wondrous item, very rare

This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle‑ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition.

Hallowed Effigy

Wondrous item, rare (requires attunement)

This foot-long totem, crafted from the bones and skull of a Tiny woodland beast bound in thin leather strips, serves as a boon for you and your allies and as a stinging trap to those who threaten you. The totem has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If the last charge is expended, it can’t regain charges again until a druid performs a 24-hour ritual, which involves the sacrifice of a Tiny woodland beast.

You can use an action to secure the effigy on any natural organic substrate (such as dirt, mud, grass, and so on). While secured in this way, it pulses with primal energy on initiative count 20 each round, expending 1 charge. When it pulses, you and each creature friendly to you within 15 feet of the totem regains 1d6 hit points, and each creature hostile to you within 15 feet of the totem must make a DC 15 Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It continues to pulse each round until you pick it up, it runs out of charges, or it is destroyed.

The totem has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If it drops to 0 hit points, it is destroyed.

Hallucinatory Dust

Wondrous item, rare

This small packet contains black pollen from a gloomflower (see Creature Codex). Hazy images swirl around the pollen when observed outside the packet. There is enough of it for one use. When you use an action to blow the dust from your palm, each creature in a 30-foot cone must make a DC 15 Wisdom saving throw. On a failure, a creature sees terrible visions, manifesting its fears and anxieties for 1 minute.

While affected, it takes 2d6 psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than you or itself. If the creature can’t make a melee attack, it takes the Dodge action.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature becomes incapacitated until the end of its next turn as the visions fill its mind then quickly fade.

A creature reduced to 0 hit points by the dust’s psychic damage falls unconscious and is stable. When the creature regains consciousness, it is permanently plagued by hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.

Hammer of Decrees

Wondrous item, rare (requires attunement by a creature of lawful alignment)

This adamantine hammer was part of a set of smith’s tools used to create weapons of law for an ancient dwarven civilization. It is pitted and appears damaged, and its oak handle is split and bound with cracking hide. While attuned to this hammer, you have advantage on ability checks using smith’s tools, and the time it takes you to craft an item with your smith’s tools is halved.

Handy Scroll Quiver

Wondrous item, common

This belt quiver is wide enough to pass a rolled scroll through the opening. Containing an extra dimensional space, the quiver can hold up to 25 scrolls and weighs 1 pound, regardless of its contents. Placing a scroll in the quiver follows the normal rules for interacting with objects. Retrieving a scroll from the quiver requires you to use an action. When you reach into the quiver for a specific scroll, that scroll is always magically on top.

The quiver has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the quiver ruptures and is destroyed. If the quiver is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the quiver, the creature can survive for up to 5 minutes, after which time it begins to suffocate.

Placing the quiver inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Hangman’s Noose

Wondrous item, rare (requires attunement)

Certain hemp ropes used in the execution of final justice can affect those beyond the reach of normal magics. This noose has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the hold monster spell from it. Unlike the standard version of this spell, though, the magic of the hangman’s noose affects only undead. It regains 1d3 charges daily at dawn.

Harmonizing Instrument

Wondrous item, rare (requires attunement by a bard)

Any stringed instrument can be a harmonizing instrument, and you must be proficient with stringed instruments to use a harmonizing instrument. This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn.

Consonance. When a spellcaster you can see within 30 feet of you casts a spell with a verbal component, you can use a reaction to expend 1 charge to create a consonant harmony. The spellcaster has advantage on the spell attack roll, or the spell’s save DC is increased by 1, whichever is most appropriate.

Dissonance. When a spellcaster you can see within 30 feet of you casts a spell with a verbal component, you can use a reaction to expend 1 charge to create a dissonant harmony. The spellcaster must succeed on a DC 15 Constitution saving throw or have disadvantage on the spell attack roll, or the spell’s save DC is reduced by 1, whichever is most appropriate.

Hat of Mental Acuity

Wondrous item, rare (requires attunement)

This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, “They that are guided go not astray.”

While wearing the hat, you have advantage on all Intelligence and Wisdom checks. If you are proficient in an Intelligence or Wisdom-based skill, you double your proficiency bonus for the skill.

Headdress of Majesty

Wondrous item, rare (requires attunement)

This elaborate headpiece is adorned with small gemstones and thin strips of gold that frame your head like a radiant halo. While you wear this headdress, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks.

The headdress has 5 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the headdress becomes a nonmagical, tawdry ornament of cheap metals and paste gems.

Command. While wearing the headdress, you can use an action to expend 1 or more charges to cast the command spell (save DC 15) from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

Enchanting Sovereign. When you cast an enchantment spell while wearing the headdress, you can use a bonus action to expend 1 of its charges to strengthen the spell. While the spell is strengthened, each target has disadvantage on the saving throw. If you are also attuned to and holding a scepter of majesty (see page 87), the save DC of the strengthened spell increases by 1.

Headrest of the Cattle Queens

Wondrous item, uncommon

This polished and curved wooden headrest is designed to keep the user’s head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the long rest.

Headscarf of the Oasis

Wondrous item, uncommon

This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes.

While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments.

Pulling the headscarf on or off your mouth and nose requires an action.

Healthful Honeypot

Wondrous item, very rare

This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can’t produce more honey until the next dawn.

Bear’s Banquet. While holding the honeypot, you can use an action to create a resplendent honey-based banquet, which includes an exquisite mead. The banquet takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to 12 creatures can feast on this banquet. A creature that feasts on the banquet gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. These benefits last for 24 hours. If the honeypot is used in this way, it can’t produce any honey again, for this banquet or for its other property, until 7 days have passed.

Heat Stone

Wondrous item, common

Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as –20 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –50 degrees Fahrenheit.

Heliotrope Heart

Wondrous item, uncommon (requires attunement)

This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can’t be reduced by the bite of a vampire, vampire spawn, or other vampiric creature.

In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can’t be used again until the next dusk.

Curse. This orb is cursed, a fact that is revealed only when an identify spell is cast on the orb or you attune to it. Attuning to the orb curses 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 orb, keeping it on your person at all times. While cursed, your shadow seems abnormally gaunt and sometimes moves of its own volition as though alive. As a result, you have disadvantage on Charisma (Performance) and Charisma (Persuasion) checks.

Helm of the Slashing Fin

Wondrous item, uncommon (requires attunement)

While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect.

Fin Slash. The helm has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to swing your head in the direction of a target you can see within 10 feet of you. The helm’s fin extends and makes an attack roll with a +5 bonus. On a hit, the target takes 2d6 slashing damage. If you move at least 20 feet straight toward the target and the fin hits on the same turn, the hit is a critical hit.

Holy Verdant Bat Droppings

Wondrous item, rare

This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits:

  • Cured of paralysis or petrification
  • Reduces exhaustion level by one
  • Regains 50 hit points

Honey Buckle

Wondrous item, varies (requires attunement)

While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, 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 belt buckle can’t be used this way again until the next dawn.

Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear.

Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear.

White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.

Honey Lamp

Wondrous item, uncommon

Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses.

If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.

Honey Trap

Wondrous item, rare

This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar’s last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties.

While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained.

A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). On a success, the creature is no longer restrained by the honey.

Honeypot of Awakening

Wondrous item, uncommon

If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.

Hunter’s Charm

Wondrous item, common (+1), uncommon (+2), or rare (+3) (requires attunement by a ranger)

This small fetish is made out of bones, feathers, and semi‑precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm’s rarity.

Incense of Recovery

Wondrous item, rare

This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.

Ioun Stone

Wondrous item, rarity varies (requires attunement)

The following are additional ioun stone options.

Devil’s Sight (Rare). While this dull black spindle orbits your head, you can see normally in both magical and nonmagical darkness to a distance of 60 feet.

Emerald Shard (Very Rare). This irregularly shaped fragment of translucent emerald turns dull grey when its magic is expended. While the emerald orbits your head, it absorbs up to 5 damage from each attack or damaging effect that hits you. Once the stone has absorbed 120 damage, it loses all its magical properties and ceases to function.

Granite (Very Rare). While this granite rhomboid orbits your head, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.

Illumination (Common). While this simple, pale yellow prism orbits your head, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As an action, you can change the color of the light. Completely covering the prism with something opaque blocks the light. Unlike other ioun stones, this prism doesn’t require attunement.

Limestone (Uncommon). While this limestone ellipsoid orbits your head, you have immunity to the frightened condition, and you have advantage on saving throws against being charmed.

Sandstone (Uncommon). While this sandstone pyramid orbits your head, any critical hit against you becomes a normal hit.

Slate (Rare). While this slate spindle orbits your head, you have advantage on saving throws against spells.

Ivy Crown of Prophecy

Wondrous item, rare

While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown can’t be used this way again until the next dawn.

Jeweler’s Anvil

Wondrous item, uncommon

This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process.

It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil.

If you use the anvil while making any check with jeweler’s tools or tinker’s tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.

Jungle Mess Kit

Wondrous item, uncommon

This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can’t neutralize brewed poisons, venoms, or similarly manufactured toxins.

Once it has purified 3 cubic feet of food and drink, it can’t be used to do so again until the next dawn.

Justicar’s Mask

Wondrous item, rare (requires attunement)

This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren’t incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required).

Instruments of Law. If you are also attuned to and wielding a rod of the disciplinarian, the mask’s save DC increases to 16. If you are attuned to and wearing a signet of the Magister, the mask’s range increases to 40 feet.

Keffiyeh of Serendipitous Escape

Wondrous item, very rare

This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.

Kobold Firework

Wondrous item, rarity varies

These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.

Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.

Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.

Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.

Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.

Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions.

Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.

Language Pyramid

Wondrous item, rare (requires attunement)

Script from dozens of languages flows across this sandstone pyramid’s surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text.

The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid’s charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears.

Lantern of Auspex

Wondrous item, rare

This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern’s magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light’s area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern’s light.

At the GM’s discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can’t be used in this way again until 7 days have passed.

Hand Out Panel. If you open one panel depicting the woman with her hand out, the vision is of an event that happened within the past 1 year. If you open both, the vision is of an event that happened within the past 10 years.

Cards Panel. If you open one panel depicting the woman with cards, the vision is of an event that might happen within the next 1 year. If you open both, the vision is of an event that might happen within the next 10 years.

Lantern of Judgment

Wondrous item, very rare (requires attunement)

This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects:

  • The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet.
  • The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet.
  • The lantern sheds dim light in a 5-foot radius.
  • Douse the lantern’s light.

When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can’t be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil.

Lantern of Selective Illumination

Wondrous item, common (requires attunement)

This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.

Last Chance Quiver

Wondrous item, common

This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn’t produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.

Leonino Wings

Wondrous item, rare (requires attunement)

This cloak is decorated with the spotted white and brown pattern of a barn owl’s wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a leonino’s (see Creature Codex) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy’s reach, you don’t provoke opportunity attacks.

You can use the cloak to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The cloak regains 2 hours of flying capability for every 12 hours it isn’t in use.

Lifeblood Gear

Wondrous item, common

As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can’t be charmed or become exhausted.

If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed.

Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.

Linguist’s Cap

Wondrous item, common

While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.

Living Stake

Wondrous item, rare

Fashioned from mandrake root, this stake longs to taste the heart’s blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire’s chest. At the end of the vampire’s next turn, roots force their way into the vampire’s heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked.

A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire’s chest, the stake is destroyed. The stake has no effect on targets other than vampires.

Locket of Dragon Vitality

Wondrous item, very rare (requires attunement)

Legends tell of a dragon whose hide was impenetrable and so tenacious 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 magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior’s sword piercing a dragon’s chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon’s heart. The pulses become more frequent when you are close to death.

Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds.

The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, “dragon” refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects:

  • When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can’t be activated again until 3 days have passed.
  • When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge’s Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates.

Dragon Heart Ritual. If you are also attuned to the sword of volsung (see Vault Armor and Weapons), you can drain 3 charges of the locket into the sword of volsung, rendering this item broken and irreparable, but you passively gain its effects while attuned to the sword. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung.

Locket of Remembrance

Wondrous item, uncommon (requires attunement)

You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover.

Communication. While holding or wearing the locket, you can use an action to cast the sending spell from it. The target must be the creature whose keepsake is in the locket. Once used, this property can’t be used again until you have completed a long rest.

Location. While holding or wearing the locket, you can use an action to cast the locate creature spell from it at will. The target must be the creature whose keepsake is in the locket.

Reminiscence. If the locket contains a keepsake from a dead creature, you can use it to manifest their spirit and speak with them while holding or wearing the locket. This works like the speak with dead spell, but the spirit’s answers are typically less cryptic and more helpful. Once used, this property can’t be used again until 7 days have passed.

Lodestone Caltrops

Wondrous item, uncommon

This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag’s contents have been emptied three times, the bag can’t be used again until the next dawn.

Loom of Fate

Wondrous item, rare

If you spend 1 hour weaving on this portable loom, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can’t be used this way again until the next dawn.

Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom’s power to alter fate.

Lucky Charm of the Monkey King

Wondrous item, common (requires attunement)

This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can’t be used again until the next dawn. You can be attuned to only one lucky charm at a time.

Lucky Coin

Wondrous item, common

This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the coin runs out of luck and becomes nonmagical.

Lucky Eyepatch

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to saving throws while you wear this simple, black eyepatch.

In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can’t be used this way again until the next dawn.

Lupine Crown

Wondrous item, rare (requires attunement)

This grisly helm is made from the leather‑reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.

Magma Mantle

Wondrous item, rare (requires attunement)

This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage.

As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can’t be used this way again until the next dawn.

Mantle of Blood Vengeance

Wondrous item, uncommon (requires attunement)

This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.

Mantle of the Forest Lord

Wondrous item, rare (requires attunement)

Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk.

While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.

Mantle of the Lion

Wondrous item, rare (requires attunement)

This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle’s lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle’s bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle’s bite against the prone creature as a bonus action.

Mantle of the Void

Wondrous item, rare (requires attunement)

While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell’s effects.

Void-Powered Strike. You can use a bonus action to infuse your next spell or attack with power from the void. Choose one creature that failed its saving throw against your spell or that was hit by your attack. That creature is stunned until the end of its next turn. Once used, you can’t use this property again until the next dawn.

Manual of Exercise

Wondrous item, rare

This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.

Manual of the Lesser Golem

Wondrous item, rare

A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly.

To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest.

A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another.

The statistics for each lesser golem can be found in the Creature Codex.

d20 Golem Time Cost
1–7 Hair 2 days 100 gp
8–13 Mud 5 days 500 gp
14–17 Glass 10 days 2,000 gp
18–20 Wood 15 days 20,000 gp

Manual of Vine Golems

Wondrous item, very rare

This tome contains information and incantations necessary to make a vine golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can’t use a manual of vine golems and attempts to read it takes 4d6 psychic damage.

To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash.

The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Mapping Ink

Wondrous item, uncommon

This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink‑stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.

Marvelous Clockwork Mallard

Wondrous item, rare

This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft.

If reduced to 0 hit points, it becomes nonfunctional and can’t be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard’s key.

Carry. The mallard grows to Large size, and it can carry one Medium or two Small passengers. The mallard can maintain this form for up to 8 hours. Once used, this property can’t be used again until 16 hours have passed.

Deliver Message. The mallard records your spoken message of up to 25 words, then flies to a destination of your choice and plays the recorded message for a designated recipient. This works like the animal messenger spell, except the tireless clockwork mechanism can fly up to 100 miles in a day for up to 5 days before it winds down and ceases to function. When the mallard delivers the message, the recipient can record a response, and the mallard returns to you and plays that message, if the round trip isn’t more than 500 miles of travel.

Distract. The mallard flies to and pesters a target you can see for up to 1 minute. The mallard does no damage to the target, but its angry quacking, pecking, and flapping wings are distracting. For the duration, the target has disadvantage on attack rolls against any target except the mallard, and it must make a DC 13 Constitution saving throw at the end of each of its turns to maintain concentration on any active spell. At the end of the duration or if the target dies, the mallard returns to you then deactivates. Once used, this property can’t be used again until the next dawn.

Quack. The mallard quacks loudly and constantly for up to 10 minutes or until you command it to stop as a bonus action. This quack is audible up to 600 feet away. This property can be used no more than once per hour.

Mask of the Leaping Gazelle

Wondrous item, uncommon

This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start.

Mask of the War Chief

Wondrous item, rarity varies (requires attunement)

These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions.

Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks.

In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can’t be used this way again until the next dawn.

Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.

Mammoth (Uncommon). This mask is carved in the likeness of a mammoth’s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can’t be used this way again until the next dawn.

Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.

Master Angler’s Tackle

Wondrous item, common

This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it.

If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable—a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.

Matryoshka Dolls

Wondrous item, rare (requires attunement)

This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic, reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within it.

The Mischievous Doll. The first and largest doll has a mischievous, winking face. As an action, you can speak the doll’s name and expend 1 charge. The three smaller dolls fly back and nestle into the largest, as long as they are untethered and within 30 feet of it. A creature attempting to grab one of the smaller dolls as it is called must succeed on a DC 15 Dexterity (Sleight of Hand) check.

The Jolly Doll. The second doll has a jolly upside-down face. As an action, you can speak the doll’s name and expend 1 charge to befuddle nearby humanoids. Each humanoid within 15 feet of the doll and that can see it must succeed on a DC 15 Wisdom saving throw or the world seems off-kilter to it for 1 minute or until it can no longer see the doll. When a befuddled creature makes an attack, it has a 50 percent chance of targeting a nearby space instead of its target. After the attack roll is made, roll percentile dice to determine where the hit occurred. On a result of 50-100, the creature hits the intended target. On a result of 25-50, the creature hits the space 5 feet to the right of the intended target. On a result of 1-25, the target hits the space 5 feet to the left of the intended target. At the GM’s discretion, a befuddled creature’s hits in nearby spaces might strike creatures or objects in those spaces.

The Growling Doll. The third doll has a growling face with tiny, engraved teeth. As an action, you can speak the doll’s name and expend 1 charge to command it to bite a creature that is holding or carrying it. The doll makes its attack roll with a +8 bonus. On a hit, the target takes 2d4 piercing damage, and the doll attaches to the target for 1 minute, until detached, or until you command it to detach. While the doll is attached, you can use a bonus action on each of your turns to command the doll to chomp down on the target, dealing 1d4 piercing damage to the target. Commanding the attached doll in this way doesn’t expend extra charges. A creature, including the target, can use its action to detach the doll.

The Cutest Doll. The smallest doll has the cutest little smiling face. As an action, you can speak the doll’s name and expend 1 charge to captivate nearby humanoids. Each humanoid within 15 feet of the doll and that can see it must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the doll for 1 minute. The spell ends early if a target can no longer see the doll. If a target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Mayhem Mask

Wondrous item, very rare (requires attunement)

This goat mask with long, curving horns is carved from dark wood and framed in goat’s hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead.

In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can’t be used again until the next dawn.

Medal of Valor

Wondrous item, uncommon

You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.

Memory Philter

Wondrous item, rare

This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter’s effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial.

A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below.

Bonds of Friendship. When a creature you can see within 30 feet targets you with an attack or a spell, you can use a reaction to pour out this philter. The creature must choose a new target or the attack or spell is wasted. A creature that can’t be charmed is immune to this effect. To create this philter, a humanoid must sacrifice a happy memory of a time with a friend.

Coward’s Shame. The target becomes frightened. While frightened in this way it flees from you by the most direct route it can, and it can only take actions that facilitate its escape. If the creature ends its turn more than 30 feet away from you and can’t see you, it can repeat the saving throw, ending the effect on a success. To create this philter, a humanoid must sacrifice a memory of a failure or embarrassment.

Raging Lust. The target is charmed by you until you or one of your allies does something to harm the target. If you are the sort of creature the target normally finds attractive, it treats you as the object of its desire while charmed. You can make one suggestion (as the spell) of the target. The target can repeat the saving throw when it finishes a long rest. On a failed save, it remains charmed and you can make another suggestion. On a success, the effect ends. To create this philter, a humanoid must sacrifice all memory of a romantic partner.

Righteous Wrath. When you activate this philter, each creature other than you within 30 feet must succeed on a DC 15 Wisdom saving throw or be overcome by burning ferocity until the start of your next turn. On its turn, an affected creature must attack a foe if it is able, and every attack made by an affected creature that hits is automatically a critical hit. To create this philter, a humanoid must sacrifice all memory of a great victory in battle.

Widow’s Tears. A creature you can see within 30 feet is overcome by devastating grief. The target is stunned 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. To creature this philter, a humanoid must sacrifice all memory of a deceased loved one.

Youthful Joy. The target regains 3d8 + 6 hit points and reduces its exhaustion level by one. To create this philter, a humanoid must sacrifice a favored childhood memory.

Mender’s Mark

Wondrous item, uncommon (requires attunement by a bard, cleric, druid, or paladin)

This slender brooch is fashioned of silver and shaped in the image of an angel. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. Only you can transfer the brooch from one creature to another. The creature wearing the brooch can’t pass it to another creature, but it can remove the brooch as an action.

Minor Minstrel

Wondrous item, common

This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine’s original creator, and the figurine’s form is typically reflective of the song’s style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner’s garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.

Mirror of Eavesdropping

Wondrous item, rare

This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time.

While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror’s view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early.

When the mirror has been active for a total of 10 minutes, you can’t activate it again until the next dawn.

Mnemonic Fob

Wondrous item, uncommon (requires attunement by a spellcaster)

This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre.

Pillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn’t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can’t be transformed into a pillar again until the next day.

Recall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can’t be used again until the next dawn.

Mock Box

Wondrous item, uncommon (requires attunement)

While you hold this small, square contraption, you can use an action to target a creature within 60 feet of you that can hear you. The target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn.

Mongrelmaker’s Handbook

Wondrous item, very rare (requires attunement)

This thin volume holds a scant few dozen vellum pages between its mottled, scaled cover. The pages are scrawled with tight, efficient text which is broken up by outlandish pencil drawings of animals and birds combined together.

With the rituals contained in this book, you can combine two or more animals into an adult hybrid of all creatures used. Each ritual requires the indicated amount of time, the indicated cost in mystic reagents, a live specimen of each type of creature to be combined, and enough floor space to draw a combining rune which encircles the component creatures. Once combined, the hybrid creature is a typical example of its new kind, though some aesthetic differences may be detectable. You can’t control the creatures you create with this handbook, though the magic of the combining ritual prevents your creations from attacking you for the first 24 hours of their new lives.

Creature Time Cost Component Creatures
Flying Snake 10 minutes 10 gp A poisonous snake and a Small or smaller bird of prey
Leonino* 10 minutes 15 gp A cat and a Small or smaller bird of prey
Wolpertinger* 10 minutes 20 gp A rabbit, a Small or smaller bird of prey, and a deer
Carbuncle* 1 hour 500 gp A cat and a bird of paradise
Cockatrice 1 hour 150 gp A lizard and a domestic bird such as a chicken or turkey
Death Dog 1 hour 100 gp A dog and a rooster
Dogmole+ 1 hour 175 gp A dog and a mole
Hippogriff 1 hour 200 gp A horse and a giant eagle
Bearmit Crab* 6 hours 600 gp A brown bear and a giant crab
Griffon 6 hours 600 gp A lion and a giant eagle
Pegasus 6 hours 1,000 gp A white horse and a giant owl
Manticore 24 hours 2,000 gp A lion, a porcupine, and a giant bat
Owlbear 24 hours 2,000 gp A brown bear and a giant eagle

*indicates a creature in the Creature Codex +indicates a creature in the Tome of Beasts

Monkey’s Paw of Fortune

Wondrous item, very rare (requires attunement)

This preserved monkey’s paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey’s paw loses its magic.

Moon Through the Trees

Wondrous item, rare (requires attunement)

This charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute.

While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this charm’s blinding feature for the next 24 hours.

Moonfield Lens

Wondrous item, very rare (requires attunement)

This lens is rainbow-hued and protected by a sturdy leather case. It has 4 charges, and it regains 1d3 + 1 expended charges daily at dawn. As an action, you can hold the lens to your eye, speak its command word, and expend 2 charges to cause one of the following effects:

  • Find Loved One. You know the precise location of one creature you love (platonic, familial, or romantic). This knowledge extends into other planes.
  • True Path. For 1 hour, you automatically succeed on all Wisdom (Survival) checks to navigate in the wild. If you are underground, you automatically know the most direct route to reach the surface.

Mug of Merry Drinking

Wondrous item, common

While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can’t freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.

Nameless Cults

Wondrous item, legendary (requires attunement)

This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity.

The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition: black goat’s blessing, curse of Yig, ectoplasm, eldritch communion, emanation of Yoth, green decay, hunger of Leng, mind exchange, seed of destruction, semblance of dread, sign of Koth, sleep of the deep, summon eldritch servitor, summon avatar, unseen strangler, voorish sign, warp mind and matter, and yellow sign. At the GM’s discretion, the tome can contain other spells similarly related to the Great Old Ones.

While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled.

Necromantic Ink

Wondrous item, rare

The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink’s magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.

Neutralizing Bead

Wondrous item, uncommon

This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.

Nithing Pole

Wondrous item, rare

This pole is crafted to exact retribution for an act of cowardice or dishonor. It’s a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole’s curse. The carved shaft is draped in horsehide, topped with a horse’s skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won’t see it until it’s too late.

The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded that man” isn’t precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target.

The DC for the target’s Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole’s creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.

Nullifier’s Lexicon

Wondrous item, very rare (requires attunement by a cleric or wizard)

This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM’s discretion, you know the chill touch cantrip instead.

Spells. By intoning certain passages from this book while holding it, you can use an action to cast one of the following spells, using your spell slots, spell save DC, and spellcasting ability: conjure voidborn*, dominate monster, life drain*, shatter, or thunderwave. Spells marked with an asterisk (*) are found in Deep Magic for 5th Edition. You can cast one of these spells once without difficulty. For each successive casting of one of these spells, you take a cumulative 1d6 necrotic damage. This effect resets when you finish a long rest.

Void Rearrangement. You can spend 1 minute reading a complicated passage in Void Speech from this book to rearrange reality to your will. State your general intention when you make the pronouncement (“strike down my enemies,” “repair the damage the dragon did to me,” etc.). The GM decides the form this alteration of reality takes, but the effect of any wizard, cleric, or Void magic spell is appropriate. When the effect occurs, you suffer 5d10 necrotic damage, and you can’t use this ability again for 7 days.

Octopus Bracers

Wondrous item, uncommon (requires attunement)

These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal.

The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can’t attack other creatures with that tentacle.

While your arms are tentacles, you can’t wield weapons that require two hands, and you can’t wield shields. In addition, you can’t cast a spell that has a somatic component.

When the bracers’ property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.

Oculi of the Ancestor

Wondrous item, rare (requires attunement)

An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose.

When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can’t show you what the creature might have detected using another sense, such as tremorsense.

Ogre’s Pot

Wondrous item, rare (requires attunement)

This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. A spoonful of the paste provides enough nourishment to sustain a creature for one day.

As a bonus action, you can speak the pot’s command word and force it to roll directly to you at a speed of 40 feet per round as long as you and the pot are on the same plane of existence. It follows the shortest possible path, stopping when it moves to within 5 feet of you, and it bowls over or knocks down any objects or creatures in its path. A creature in its path must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. When this magic pot comes into contact with an object or structure, it deals 4d6 bludgeoning damage. If the damage doesn’t destroy or create a path through the object or structure, the pot continues to deal damage at the end of each round, carving a path through the obstacle.

Oni Mask

Wondrous item, rare (requires attunement)

This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn.

Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge).

Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size.

Oracle Charm

Wondrous item, common

This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed.

Orb of Enthralling Patterns

Wondrous item, uncommon (requires attunement)

This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can’t be used again until the next dawn.

Ouroboros Amulet

Wondrous item, uncommon (requires attunement)

Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can’t be used this way again until the next dawn.

Parasol of Temperate Weather

Wondrous item, uncommon

This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun’s heat in the desert or geothermal heat in deep caverns, the parasol doesn’t protect you from damage caused by super-heated environments or creatures, such as lava or an azer’s Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.

Pavilion of Dreams

Wondrous item, very rare

This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box’s poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside.

Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag’s Nightmare Haunting.

Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures’ minds for the next 24 hours.

Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits.

  • If you are surprised during combat, you can choose instead to not be surprised.
  • If you are not surprised at the beginning of combat, you have advantage on the initiative roll.
  • You have advantage on a single attack roll, ability check, or saving throw.
  • If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack.
  • When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll.
  • When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy.

Once used, the pavilion can’t be used again until the next dusk.

Pearl of Diving

Wondrous item, rare (requires attunement)

This white pearl shines iridescently in almost any light. While underwater and grasping the pearl, you have resistance to cold damage and to bludgeoning damage from nonmagical attacks.

Periapt of Eldritch Knowledge

Wondrous item, uncommon (requires attunement by a spellcaster)

This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn’t consumed.

If the spell on the spell scroll isn’t on your class’s spell list, you can’t cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don’t immediately regain spell slots expended on the scroll’s spell. You regain expended spell slots as normal for your class.

Periapt of Proof Against Lies

Wondrous item, rare

A pendant fashioned from the claw or horn of a pact drake (see Creature Codex) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn’t apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes.

Phase Mirror

Wondrous item, rarity varies (requires attunement)

Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane.

While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror’s connected plane or back to the Material Plane at a destination of the activating creature’s choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror’s connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks.

Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can’t be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror’s size.

Phase mirrors connected to planes without moonlight or starlight can be recharged in whatever light is native to its connected plane, but it must still be recharged by moonlight or starlight on the Material Plane.

Handheld (Rare). This mirror fits easily in one hand. Only one creature can attune to it, and it must spend at least 24 total hours (approximately 3 days) exposed to moonlight or starlight before it can be activated.

Vanity (Very Rare). This mirror is about 2 feet wide. Up to four creatures can attune to it, and it must spend at least 40 total hours (approximately 5 days) exposed to moonlight or starlight before it can be activated.

Floor (Legendary). This mirror is about 5 feet wide. Up to seven creatures can attune to it, and it must spend at least 56 total hours (approximately 7 days) exposed to moonlight or starlight before it can be activated.

Phoenix Ember

Wondrous item, legendary (requires attunement)

This egg-shaped red and black stone is hot to the touch. An ancient, fossilized phoenix egg, the stone holds the burning essence of life and rebirth. While you are carrying the stone, you have resistance to fire damage.

Fiery Rebirth. If you drop to 0 hit points while carrying the stone, you can drop to 1 hit point instead. If you do, a wave of flame bursts out from you, filling the area within 20 feet of you. Each of your enemies in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire 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, and a small, burning crack appears in the egg’s surface.

Spells. The stone has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: revivify (1 charge), raise dead (2 charges), or resurrection (3 charges, the spell functions as long as some bit of the target’s body remains, even just ashes or dust). If you expend the last charge, roll a d20. On a 1, the stone shatters into searing fragments, and a firebird (see Tome of Beasts) arises from the ashes. On any other roll, the stone regains 1d3 charges.

Pipes of Madness

Wondrous item, rare (requires attunement)

You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at dawn.

Plumb of the Elements

Wondrous item, rare (requires attunement)

This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force.

Plunderer’s Sea Chest

Wondrous item, rare

This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents.

Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top.

If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding, portable hole, or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal.

Pocket Oasis

Wondrous item, very rare

When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra‑dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects.

When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can’t be used again for 24 hours.

Pocket Spark

Wondrous item, common

What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn.

Prayer Mat

Wondrous item, uncommon (requires attunement by a cleric or paladin)

This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat’s colors change to the iconography and colors most appropriate for your deity.

If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can’t be used this way again until the next dawn.

Primal Doom

Wondrous item, rarity varies

A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together.

You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies.

Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw.

Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw.

Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.

Prospecting Compass

Wondrous item, common

This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can’t point to processed metals, such as iron swords or gold coins. The compass can’t be used this way again until the next dawn.

Quick-Change Mirror

Wondrous item, uncommon

This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror’s command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice).

The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can’t include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM’s discretion.

To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror’s second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.

Quill of Scribing

Wondrous item, common (requires attunement)

This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can’t be used again for 8 hours.

Quilted Bridge

Wondrous item, common

A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.

Radiance Bomb

Wondrous item, uncommon

This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together.

You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute.

On a success, a creature takes half the damage and isn’t blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Radiant Bracers

Wondrous item, rare (requires attunement)

These bronze bracers are engraved with the image of an ankh with outstretched wings.

While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric’s Turn Undead class feature, except it can’t be used to destroy undead. The bracers can’t be used to turn undead again until the next dawn.

Radiant Libram

Wondrous item, legendary (requires attunement by a cleric, druid, paladin, or wizard)

The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface.

Brave. While holding this book, you have advantage on saving throws against being frightened.

Brilliant. The book sheds dim light in a 5-foot radius. As an action, you can make the book shed bright light in a 20-foot radius and dim light for an additional 20 feet for 1 minute. This light is sunlight. Once used, this property of the book can’t be used again until the next dawn.

Radiant Spellbook. In addition to the sacred rites of holy communion it contains, the radiant libram is a repository of powerful anti-undead magics and potent divinations. If you attune to this item, you can use it as a spellbook and as an arcane or divine spellcasting focus.

In addition, while you are attuned to the book, the spells written in it count as prepared spells and don’t count against the number of spells you can prepare each day. You don’t gain additional spell slots from this feature. The following spells are written in the book: beacon of hope, bless, calm emotions, commune, cure wounds, daylight, detect evil and good, divine favor, flame strike, gentle repose, guidance, guiding bolt, heroism, lesser restoration, light, produce flame, protection from evil and good, sacred flame, sanctuary, and spare the dying.

Turn Undead. You can use an action to present this book and speak its command word. Each undead that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw, using your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. The creature is instantly destroyed if its challenge rating is 3 or lower.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Once used, this property of the book can’t be used again until the next dawn.

Recording Book

Wondrous item, uncommon (requires attunement)

This book, which hosts a dormant bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again.

The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours’ worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book’s recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.

Relocation Cable

Wondrous item, uncommon

This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can’t burrow through solid rock.

On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it.

A creature magically traveling from one end of the cable to the other doesn’t provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second time.

Resolute Bracer

Wondrous item, uncommon (requires attunement)

This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates.

Revenant’s Shawl

Wondrous item, uncommon (requires attunement)

This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder.

Rift Orb

Wondrous item, rare

This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed.

The rift orb functions for 1 minute, after which time it becomes inert. It can’t be used again until the following midnight.

River Token

Wondrous items, rare

This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed.

As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water‑dwelling creatures for 1 hour. Water‑dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token’s magic soothes but doesn’t fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token’s soothing magic ends on a creature if that creature is attacked.

Rogue’s Aces

Wondrous item, rare

These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates.

Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves’ tools for the next 24 hours.

Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours.

Ace of Staves. The staves suit represents prophecy and divination. When you activate this card, you cast the detect thoughts spell (save DC 15) from it. In addition, you have advantage on Wisdom (Insight) checks for the next 24 hours.

Ace of Swords. The swords suit represents war and power. When you activate this card, you cast the enlarge/reduce spell (save DC 15) from it. In addition, you have advantage on Charisma (Intimidation) checks for the next 24 hours.

Rope Seed

Wondrous item, common

If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.

Rug of Safe Haven

Wondrous item, uncommon

This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour.

The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures.

The entrance can be hidden by pulling the rug flat. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends.

The rug can’t be used this way again until the next dawn.

Saddle of the Cavalry Casters

Wondrous item, uncommon

This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take damage.

Sanctuary Shell

Wondrous item, uncommon

This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust.

Sandals of Sand Skating

Wondrous item, uncommon (requires attunement)

These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.

Sandals of the Desert Wanderer

Wondrous item, uncommon (requires attunement)

While you wear these soft leather sandals, you have resistance to fire damage. In addition, you ignore difficult terrain created by loose or deep sand, and you can tolerate temperatures of up to 150 degrees Fahrenheit.

Satchel of Seawalking

Wondrous item, uncommon

This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state.

If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden.

Once five handfuls of the salt have been pulled from the satchel, the satchel can’t be used again until the next dawn.

Scalehide Cream

Wondrous item, rare

As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn’t combine with any worn armor or with a Dexterity bonus to AC.

A jar of scalehide cream contains 1d6 + 1 doses.

Scarab of Rebirth

Wondrous item, rare (requires attunement)

This coin-sized figurine of a scarab is crafted from an unidentifiable blue-gray metal, but it appears mundane in all other respects. When you speak its command word, it whirs to life and burrows into your flesh. You can speak the command word again to remove the scarab. While the scarab is embedded in your flesh, you gain the following:

  • You no longer need to eat or drink.
  • You can magically sense the presence of undead and pinpoint the location of any undead within 30 feet of you.
  • Your hit point maximum is reduced by 10.
  • If you die, you return to life with half your maximum hit points at the start of your next turn. The scarab can’t return you to life if you were beheaded, disintegrated, crushed, or similar full-body destruction. Afterwards, the scarab exits your body and goes dormant. It can’t be used again until 14 days have passed.

Scarf of Deception

Wondrous item, rare

While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded.

If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form.

Scent Sponge

Wondrous item, uncommon

This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can’t be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target.

You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target’s scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials.

The sponge can hold a scent indefinitely, but it can hold only one scent at a time.

Scorn Pouch

Wondrous item, uncommon (requires attunement)

The heart of a lover scorned turns black and potent. Similarly, this small leather pouch darkens from brown to black when a creature hostile to you moves within 10 feet of you.

Scorpion Feet

Wondrous item, legendary (requires attunement)

These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits:

  • Your speed isn’t reduced while in magical or nonmagical difficult terrain made of sand.
  • You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element.
  • You have immunity to poison damage and advantage on saving throws against being poisoned.
  • You leave no tracks or other traces of your passage through sandy terrain.

Scoundrel’s Gambit

Wondrous item, uncommon

This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can’t be used to cast magic missile again until 12 hours have passed.

Scout’s Coat

Wondrous item, common

This lightweight, woolen coat is typically left naturally colored or dyed in earth tones or darker shades of green. While wearing the coat, you can tolerate temperatures as low as –100 degrees Fahrenheit.

Screaming Skull

Wondrous item, common

This skull looks like a normal animal or humanoid skull. You can use an action to place the skull on the ground, a table, or other surface and activate it with a command word. The skull’s magic triggers when a creature comes within 5 feet of it without speaking that command word. The skull emits a green glow from its eye sockets, shedding dim light in a 15-foot radius, levitates up to 3 feet in the air, and emits a piercing scream for 1 minute that is audible up to 600 feet away. The skull can’t be used this way again until the next dawn.

The skull has AC 13 and 5 hit points. If destroyed while active, it releases a burst of necromantic energy. Each creature within 5 feet of the skull must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.

Scrimshaw Comb

Wondrous item, uncommon (requires attunement)

Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility. Unlike the standard version of this spell, you are invisible only to undead creatures. However, you can attack creatures who are not undead (and thus unaffected by the spell) without ending the effect.

Casting a spell breaks the effect as normal. The comb regains 1d3 expended charges daily at dawn.

Scrimshaw Parrot

Wondrous item, rare

This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits:

  • You have advantage on Wisdom (Perception) checks that rely on sight.
  • You can use an action to cast the comprehend languages spell from it at will.
  • You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records.

Selket’s Bracer

Wondrous item, very rare (requires attunement)

This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition.

The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.

Seneschal’s Gloves

Wondrous item, rare (requires attunement)

These white gloves have elegant tailoring and size themselves perfectly to fit your hands. The gloves must be attuned to a specific, habitable place with walls, a roof, and doors before you can attune to them. To attune the gloves to a location, you must leave the gloves in the location for 24 hours. Once the gloves are attuned to a location, you can attune to them.

While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently.

As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves can’t be used again until the next dawn.

Sentinel Portrait

Wondrous item, uncommon

This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait’s space.

You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.

Serpentine Bracers

Wondrous item, uncommon (requires attunement)

These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield.

You can use an action to speak the bracers’ command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command each snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location.

If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can’t be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can’t be commanded to become a snake again until the next dawn.

Servile Shabti

Wondrous item, rarity varies

Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function.

If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor.

The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions.

The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description.

Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft—weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours).

Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature.

The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed.

Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form.

Once used, the shabti can’t be used again until 2 days have passed.

Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing.

Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time.

Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed.

Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions.

If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form.

While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended.

Once the shabti has been used, it can’t be used again until 5 days have passed.

Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form.

Once the shabti has been used, it can’t be used again until 5 days have passed.

Shadow Tome

Wondrous item, rare (requires attunement)

This unassuming book possesses powerful illusory magics. When you write on its pages while attuned to it, you can choose for the contents to appear to be something else entirely. A shadow tome used as a spellbook could be made to look like a cookbook, for example. To read the true text, you must speak a command word. A second speaking of the word hides the true text once more. A true seeing spell can see past the shadow tome’s magic and reveals the true text to the reader.

Most shadow tomes already contain text, and it is rare to find one filled with blank pages. When you first attune to the book, you can choose to keep or remove the book’s previous contents.

Shadowhound’s Muzzle

Wondrous item, uncommon (requires attunement)

This black leather muzzle seems to absorb light.

As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine’s snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own.

Once used, the muzzle can’t be used to transform a canine again until the next dawn.

Shark Tooth Crown

Wondrous item, rare (requires attunement)

Shark’s teeth of varying sizes adorn this simple leather headband. The teeth pile one atop the other in a jumble of sharp points and flat sides. Three particularly large teeth are stained with crimson dye.

The teeth move slightly of their own accord when you are within 1 mile of a large body of saltwater. The effect is one of snapping and clacking, producing a sound not unlike a crab’s claw. While wearing this headband, you have advantage on Wisdom (Survival) checks to find your way when in a large body of saltwater or pilot a vessel on a large body of saltwater.

In addition, you can use a bonus action to cast the command spell (save DC 15) from the crown. If the target is a beast with an Intelligence of 3 or lower that can breathe water, it automatically fails the saving throw. The headband can’t be used this way again until the next dawn.

Sheeshah of Revelations

Wondrous item, rare

This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can’t use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.

Shifting Shirt

Wondrous item, uncommon

This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt’s command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories—from filthy beggar’s clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt.

Shoes of the Shingled Canopy

Wondrous item, uncommon (requires attunement)

These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill.

In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes can’t be used this way again until the next dusk.

Shrutinandan Sitar

Wondrous item, very rare (requires attunement by a bard)

An exquisite masterpiece of craftsmanship, this instrument is named for a prestigious musical academy. You must be proficient with stringed instruments to use this instrument. A creature that plays the instrument without being proficient with stringed instruments must succeed on a DC 17 Wisdom saving throw or take 2d6 psychic damage.

The exquisite sounds of this sitar are known to weaken the power of demons. Each creature that can hear you playing this sitar has advantage on saving throws against the spells and special abilities of demons.

Spells. You can use an action to play the sitar and cast one of the following spells from it, using your spell save DC and spellcasting ability: create food and water, fly, insect plague, invisibility, levitate, protection from evil and good, or reincarnate. Once the sitar has been used to cast a spell, you can’t use it to cast that spell again until the next dawn.

Summon. If you spend 1 minute playing the sitar, you can summon animals to fight by your side. This works like the conjure animals spell, except you can summon only 1 elephant, 1d2 tigers, or 2d4 wolves.

Signaling Compass

Wondrous item, uncommon

The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile.

As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute.

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can’t be used this way again until the next dawn.

Silver Strings

Wondrous item, uncommon (requires attunement by a bard)

These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument.

Magical Melody. When you use the instrument as an arcane focus to cast a spell, each target has disadvantage on its saving throw against the spell. Once used, this property can’t be used again until the next dawn.

Silvered Oar

Wondrous item, rare

This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight.

Skald’s Harp

Wondrous item, rare (requires attunement by a bard)

This ornate harp is fashioned from maple and engraved with heroic scenes of warriors battling trolls and dragons inlaid in bone. The harp is strung with fine silver wire and produces a sharp yet sweet sound. You must be proficient with stringed instruments to use this harp. When you play the harp, its music enhances some of your bard class features.

Song of Rest. When you play this harp as part of your Song of Rest performance, each creature that spends one or more Hit Dice during the short rest gains 10 temporary hit points at the end of the short rest. The temporary hit points last for 1 hour.

Countercharm. When you play this harp as part of your Countercharm performance, you and any friendly creatures within 30 feet of you also have resistance to thunder damage and have advantage on saving throws against being paralyzed. When this property has been used for a total of 10 minutes, this property can’t be used again until the next dawn.

Skeleton Key

Wondrous item, rarity varies

This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material.

Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed.

Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks.

Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed.

Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.

Skipstone

Wondrous item, rare

This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together.

You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can’t act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed.

Skullcap of Deep Wisdom

Wondrous item, uncommon (requires attunement)

This scholar’s cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). These spells are Void magic spells, which can be found in Deep Magic for 5th Edition. At the GM’s discretion, these spells can be replaced with other spells of similar levels and similarly related to darkness, destruction, or the Void.

Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell.

Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance.

Sleep Pellet

Wondrous item, uncommon

This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute.

Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute.

An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.

Slippers of the Cat

Wondrous item, uncommon

While you wear these fine, black cloth slippers, you have advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet, and if you succeed on a DC 13 Dexterity saving throw, you take only half the falling damage.

Smuggler’s Bag

Wondrous item, common

This leather-bottomed, draw-string canvas bag appears to be a sturdy version of a common sack. If you use an action to speak the command word while holding the bag, all the contents within shift into an extradimensional space, leaving the bag empty. The bag can then be filled with other items. If you speak the command word again, the bag’s current contents transfer into the extradimensional space, and the items in the extradimensional space transfer to the bag. The extradimensional space and the bag itself can each hold up to 1 cubic foot of items or 30 pounds of gear.

Smuggler’s Coat

Wondrous item, very rare (requires attunement)

When you attune yourself to this coat, it conforms to you in a color and style of your choice. It has no visible pockets, but they appear if you place your hands against the side of the coat and expect pockets.

Once your hand is withdrawn, the pockets vanish and take anything placed in them to an extradimensional space. The coat can hold up to 40 pounds of material in up to 10 different extradimensional pockets.

Nothing can be placed inside the coat that won’t fit in a pocket. Retrieving an item from a pocket requires you to use an action. When you reach into the coat for a specific item, the correct pocket always appears with the desired item magically on top.

As a bonus action, you can force the pockets to become visible on the coat. While you maintain concentration, the coat displays its four outer pockets, two on each side, four inner pockets, and two pockets on each sleeve. While the pockets are visible, any creature you allow can store or retrieve an item as an action.

If the coat is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. Placing the coat inside an extradimensional space, such as a bag of holding, instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Snake Basket

Wondrous item, rare

The bowl of this simple, woven basket has hig‑sloped sides, making it almost spherical. A matching woven lid sits on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds.

As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can’t summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand.

The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can’t be used in this way again until the next dawn.

Song-Saddle of the Khan

Wondrous item, rare

Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse’s speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action.

Soul Bond Chalice

Wondrous item, very rare

The broad, shallow bowl of this silver chalice rests in the outstretched wings of the raven figure that serves as the chalice's stem. The raven’s talons, perched on a branch, serve as the chalice’s base. A pair of interlocking gold rings adorn the sides of the bowl.

As a 1-minute ritual, you and another creature that isn’t a construct or undead and that has an Intelligence of 6 or higher can fill the chalice with wine and mix in three drops of blood from each of you. You and the other participant can then drink from the chalice, mingling your spirits and creating a magical connection between you. This connection is unaffected by distance, though it ceases to function if you aren’t on the same plane of existence. The bond lasts until one or both of you end it of your own free will (no action required), one or both of you use the chalice to bond with another creature, or one of you dies. You and your bonded partner each gain the following benefits:

  • You are proficient in each saving throw that your bonded partner is proficient in.
  • If you are within 5 feet of your bonded partner and you fail a saving throw, your bonded partner can make the saving throw as well. If your bonded partner succeeds, you can choose to succeed on the saving throw that you failed.
  • You can use a bonus action to concentrate on the magical bond between you to determine your bonded partner’s status. You become aware of the direction and distance to your bonded partner, whether they are unharmed or wounded, any conditions that may be currently affecting them, and whether or not they are afflicted with an addiction, curse, or disease. If you can see your bonded partner, you automatically know this information just by looking at them.
  • If your bonded partner is wounded, you can use a bonus action to take 4d8 slashing damage, healing your bonded partner for the same amount. If your bonded partner is reduced to 0 hit points, you can do this as a reaction.
  • If you are under the effects of a spell that has a duration but doesn’t require concentration, you can use an action to touch your bonded partner to share the effects of the spell with them, splitting the remaining duration (rounded down) between you. For example, if you are affected by the mage armor spell and it has 4 hours remaining, you can use an action to touch your bonded partner to give them the benefits of the mage armor spell, reducing the duration to 2 hours on each of you.
  • If your bonded partner dies, you must make a DC 15 Constitution saving throw. On a failure, you drop to 0 hit points. On a success, you are stunned until the end of your next turn by the shock of the bond suddenly being broken.

Once the chalice has been used to bond two creatures, it can’t be used again until 7 days have passed.

Soul Jug

Wondrous item, very rare

If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters.

Spell Disruptor Horn

Wondrous item, rare

This horn is carved with images of a spellhound (see Tome of Beasts 2) and invokes the antimagic properties of the hound’s howl. You use an action to blow this horn, which emits a high-pitched, multiphonic sound that disrupts all magical effects within 30 feet of you. Any spell of 3rd level or lower in the area ends.

For each spell of 4th-level or higher in the area, the horn makes a check with a +3 bonus. The DC equals 10 + the spell’s level. On a success, the spell ends. In addition, each spellcaster within 30 feet of you and that can hear the horn must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.

Once used, the horn can’t be used again until the next dawn.

Spice Box of Zest

Wondrous item, very rare

This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together.

If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted.

Baharat. The feaster’s Strength score increases to 21.

Cassia. The feaster is cured of all levels of exhaustion.

Cloves. The feaster has immunity to the frightened condition.

Fiery Chilies. The feaster can use a bonus action to exhale fire in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after the feaster exhales fire or after 1 hour, whichever comes first.

Saffron. The feaster becomes charmed by the next creature it sees within 10 minutes of consuming the meal. If the creature it sees is of a species and gender the feaster normally finds attractive, the feaster regards the creature it sees as its true love while charmed in this way.

Turmeric. The feaster has advantage on saving throws against spells.

Spice Box Spoon

Wondrous item, common

This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour.

Spider Grenade

Wondrous item, uncommon

Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing.

A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, 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. The webs also naturally unravel after 1 hour.

Spyglass of Summoning

Wondrous item, rare

Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass.

Summoning. While looking through the spyglass, you can use an action to teleport one Large or smaller creature or object you can see through the spyglass to an unoccupied space within 10 feet of you. An unwilling creature that succeeds on a DC 13 Wisdom saving throw is unaffected. If the object is being worn or carried, the creature wearing or carrying it must succeed on the saving throw to prevent the object from being teleported. Once used, this property of the spyglass can’t be used again until the next dawn.

Stolen Thunder

Wondrous item, legendary (requires attunement by a bard)

This bodhrán drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage.

The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum’s last charge, roll a d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item’s power, restoring its properties and giving it 1 charge.

Deafness. You can expend 2 or more of its charges as an action to cast the blindness/deafness spell, using your spell save DC. You can only deafen a creature with this spell. For each additional charge you spend, you can affect one additional creature.

Thundering Shield. If the drum has at least 1 charge, you can grip it by the crosspiece and use it as a shield. You are considered proficient with this drumshield even if you lack proficiency with shields. If the drum has 2 or more charges, you can use a bonus action to enlarge the beater used to play the drum. If you do so, you can wield the beater as a magic club that deals an extra 2d6 thunder damage when you hit with it.

If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn’t pushed. The drum emits a thunderous boom audible out to 300 feet.

Thunderwave. You can expend 1 or more of its charges as an action to cast the thunderwave spell from it, using your spell save DC. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

Stonechewer Gauntlets

Wondrous item, rare (requires attunement)

These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers.

While wearing these gauntlets, you can’t carry a weapon or object, and you can’t climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage.

Stone Burrow. You can use an action to speak the command word to gain a burrowing speed of 10 feet for 10 minutes. You can burrow through earth and stone, leaving a tunnel in your wake large enough for a Medium creature to pass through (Large creatures have their speed halved from stooping). The tunnel collapses when you lose the burrowing speed. Once used, this property can’t be used again until the next dawn.

Storyteller’s Pipe

Wondrous item, rare (requires attunement)

This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first.

Choking Smoke. You can use an action to speak the pipe’s command word then blow on the pipe, which emits choking smoke in a 30-foot cone. The smoke spreads around corners, and its area is heavily obscured. A wind of at least 20 miles per hour disperses the smoke, otherwise it lasts for 1 minute. Each creature that enters the smoke or that starts its turn in the area must succeed on a DC 15 Constitution saving throw or be unable to breathe or speak as it coughs uncontrollably for 1 minute.

A creature affected in this way can’t cast spells with verbal components. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature spends 3 rounds coughing from the smoke, it suffers one level of exhaustion. A creature can’t suffer more than one level of exhaustion from exposure to this smoke. Once used, this property can’t be used again until the next dawn.

Sturdy Scroll Tube

Wondrous item, common

This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage.

Swashing Plumage

Wondrous item, uncommon

This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you.

Swash. As a bonus action, you can flick the plumage with your hand or a toss of your head and choose a creature within 30 feet of you that can see the plumage. The target must make a DC 13 Charisma saving throw. If the target fails, you have advantage on your next attack roll against the target. Once used, this property can’t be used again until the next dawn.

Swolbold Wraps

Wondrous item, rare (requires attunement)

When wearing these cloth wraps, your forearms and hands swell to half again their normal size without negatively impacting your fine motor skills. You gain a +1 bonus to attack and damage rolls made with unarmed strikes while wearing these wraps. In addition, your unarmed strike uses a d4 for damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you hit a target with an unarmed strike and the target is no more than one size larger than you, you can use a bonus action to automatically grapple the target. Once this special bonus action has been used three times, it can’t be used again until the next dawn.

Tactile Unguent

Wondrous item, common

Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature’s hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.

Tailor’s Clasp

Wondrous item, common

This ornate brooch is shaped like a jeweled weaving spider or scarab beetle. While it is attached to a piece of fabric, it can be activated as an action. When activated, it skitters across the fabric, mending any tears, adjusting frayed hems, and reinforcing seams.

This item works only on nonmagical objects made out of fibrous material, such as clothing, rope, and rugs. It continues repairing the fabric for up to 10 minutes or until the repairs are complete. Once used, it can’t be used again until 1 hour has passed.

Talisman of the Snow Queen

Wondrous item, very rare (requires attunement)

The coldly beautiful and deadly Snow Queen (see Tome of Beasts) grants these delicate-looking snowflake-shaped mithril talismans to her most trusted spies and servants. Each talisman is imbued with a measure of her power and is magically tied to the queen. It can be affixed to any piece of clothing or worn as an amulet. While wearing the talisman, you gain the following benefits:

  • You have resistance to cold damage.
  • You have advantage on Charisma checks when interacting socially with creatures that live in cold environments, such as frost giants, winter wolves, and fraughashar (see Tome of Beasts).
  • You can use an action to cast the ray of frost cantrip from it at will, using your level and using Intelligence as your spellcasting ability. Blinding Snow. While wearing the talisman, you can use an action to create a swirl of snow that spreads out from you and into the eyes of nearby creatures. Each creature within 15 feet of you must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Once used, this property can’t be used again until the next dawn.

Eyes of the Queen. While you are wearing the talisman, the Snow Queen can use a bonus action to see through your eyes if both of you are on the same plane of existence. This effect lasts until she ends it as a bonus action or until you die. You can’t make a saving throw to prevent the Snow Queen from seeing through your eyes. However, being more than 5 feet away from the talisman ends the effect, and becoming blinded prevents her from seeing anything further than 10 feet away from you. When the Snow Queen is looking through your eyes, the talisman sheds an almost imperceptible pale blue glow, which you or any creature within 10 feet of you notice with a successful DC 20 Wisdom (Perception) check. An identify spell fails to reveal this property of the talisman, and this property can’t be removed from the talisman except by the Snow Queen herself.

Talking Tablets

Wondrous item, uncommon

These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn’t understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet.

When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp.

Talking Torches

Wondrous item, rare

These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches.

While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other.

Teapot of Soothing

Wondrous item, rare

This cast iron teapot is adorned with the simple image of fluffy clouds that seem to slowly shift and move across the pot as if on a gentle breeze. Any water placed inside the teapot immediately becomes hot tea at the perfect temperature, and when poured, it becomes the exact flavor the person pouring it prefers. The teapot can serve up to 6 creatures, and any creature that spends 10 minutes drinking a cup of the tea gains 2d6 temporary hit points for 24 hours. The creature pouring the tea has advantage on Charisma (Persuasion) checks for 10 minutes after pouring the first cup. Once used, the teapot can’t be used again until the next dawn.

Tenebrous Mantle

Wondrous item, legendary (requires attunement)

This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits:

  • You have advantage on Dexterity (Stealth) checks.
  • You have resistance to necrotic damage.
  • You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step, you are engulfed in the darkness of the cloak and emerge from the cloak’s darkness at your destination.
  • You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition) spell from it. The cloak can’t be used this way again until the following dusk.

Thornish Nocturnal

Wondrous item, rare (requires attunement)

The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain.

While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action to protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can’t be damaged by storms or blown onto jagged rocks by adverse wind.

To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.

Three-Section Boots

Wondrous item, uncommon (requires attunement)

These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots’ command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can’t be used this way again until the next dawn.

Throttler’s Gauntlets

Wondrous item, uncommon (requires attunement)

These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can’t speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled.

Thunderous Kazoo

Wondrous item, uncommon

You can use an action to speak the kazoo’s command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn’t deafened or frightened. The kazoo can’t be used this way again until the next dawn.

Tick Stop Watch

Wondrous item, rare

While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can’t be used this way again until the next dawn.

The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.

Timeworn Timepiece

Wondrous item, rare (requires attunement)

This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time.

The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature's turn to swap places in the Initiative order with that creature.

An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected.

Tome of Knowledge

Wondrous item, rare

This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.

Toothsome Purse

Wondrous item, uncommon (requires attunement)

This common-looking leather pouch holds a nasty surprise for pickpockets. If a creature other than you reaches into the purse, small, sharp teeth emerge from the mouth of the bag. The bag makes a melee attack roll against that creature with a +3 bonus. On a hit, the target takes 2d4 piercing damage. If the bag rolls a 20 on the attack roll, the would-be pickpocket has disadvantage on any Dexterity checks made with that hand until the damage is healed.

If the purse is lifted entirely from you, the purse continues to bite at the thief each round until it is dropped or until it is placed where it can’t reach its target. It bites at any creature, other than you, who attempts to pick it up, unless that creature genuinely desires to return the purse and its contents to you. The purse attacks only if it is attuned to a creature. A purse that isn’t attuned to a creature lies dormant and doesn’t attack.

Torc of the Comet

Wondrous item, rare (requires attunement)

This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again.

The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus. On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 expended charges daily at dawn.

Treebleed Bucket

Wondrous item, uncommon

This combination sap bucket and tap is used to extract sap from certain trees. After 1 hour, the bucketful of sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak (potion of resistance), rowan (potion of healing), willow (potion of animal friendship), and holly (potion of climbing). The treebleed bucket can magically change sap 20 times, then the bucket and tap become nonmagical.

Trick Shot Mirror

Wondrous item, rarity varies (requires attunement)

A trick shot mirror is a round, steel-framed hand mirror with no handle, but its 5-inch diameter makes it easy to hold. A trick shot mirror comes in different styles, but each allows you to adjust the trajectory of an attack or spell. Each mirror has 3 charges, and it regains all expended charges daily at dawn.

Ricocheting Trick Shot Mirror (Uncommon). While holding the mirror, you can use an action to expend 1 of the mirror’s charges and cause the mirror to fly from your hand and float in an unoccupied space within 60 feet of you for 1 minute. When you make a ranged attack, you determine your line of sight as if you were in your space or the mirror’s space. You must be able to see the mirror to do so. The mirror doesn’t extend the range of your attack, and you still have disadvantage on the attack roll if you attack a target outside of your weapon’s or spell’s normal range. You can use a bonus action to command the mirror to fly back to your open hand.

Spellbending Trick Shot Mirror (Rare). While holding the mirror and casting a spell that forms a line, you can expend 1 or more of the mirror’s charges to focus part of the spell into the mirror and change the angle of the line. Choose one space along the line. The line bends at a 90-degree angle in the space in the direction of your choice. This bend doesn’t extend the length of the line, but it could redirect the line in such a way as to hit a creature previously not within the line’s area of effect. For each charge you expend, you can bend the line in an additional space.

Umber Beans

Wondrous item, uncommon

These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together.

You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes.

The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature’s attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock’s talons.

A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can’t attack that creature.

d10 Creature
1 Dretch
2-3 2 Shadows
4-6 Chuul
7-8 Vrock
9 Hezrou or Psoglav Demon (see Tome of Beasts)
10 Remorhaz or Voidling (see Tome of Beasts)

Umbral Lantern

Wondrous item, rare

This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.

Unerring Dowsing Rod

Wondrous item, rare

This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.

Vengeful Coat

Wondrous item, rare (requires attunement)

This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks.

At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds.

When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat’s magic ceases to function until you finish a long rest.

Venomous Fangs

Wondrous item, uncommon (requires attunement)

These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite.

While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM’s discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs.

Poisoned Bite. You can use an action to cause the fangs to fill with a green poison. The poison remains active for 1 minute or until an attack using these fangs hits a creature. That creature must succeed on a DC 13 Constitution saving throw or take 2d4 poison damage and become poisoned until the end of its next turn. The fangs can’t be used this way again until the next dawn.

Verminous Snipsnaps

Wondrous item, uncommon

This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar’s label.

You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely.

Vessel of Deadly Venoms

Wondrous item, rare

This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake’s mouth. A poison created by the vessel must be used within 1 hour or it becomes inert.

The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon.

The word “consume” causes the snake to produce 1 dose of assassin’s blood, an ingested poison.

The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 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. Once used, the vessel can’t be used to create poison again until the next dawn.

Vial of Sunlight

Wondrous item, rare (requires attunement)

This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can’t be used this way again until the next dawn.

Vielle of Weirding and Warding

Wondrous item, rare (requires attunement)

The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw.

Spells. The vielle has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While playing it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15) from it: banishment (4 charges), contact other plane (5 charges), magic circle (3 charges), or protection from evil and good (1 charge).

Vigilant Mug

Wondrous item, common

An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp’s eyes turn red when poison or poisonous material is placed or poured inside the mug.

Voidskin Cloak

Wondrous item, rare (requires attunement)

This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened 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 a creature succeeds on its saving throw, it can’t be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.

Ward Against Wild Appetites

Wondrous item, uncommon (requires attunement by a druid or ranger)

Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests.

When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.

Warding Icon

Wondrous item, common (requires attunement)

This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren’t incapacitated.

Wayfarer’s Candle

Wondrous item, common

This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can’t be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it.

Whispering Cloak

Wondrous item, rare (requires attunement)

This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow.

While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can’t make ranged or melee attacks with nonmagical weapons. In addition, you can’t pick up objects, and you can’t give objects you are wearing or carrying to others.

This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can’t be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.

Whispering Powder

Wondrous item, common

A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet.

The powder’s creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder’s magic. Otherwise, the effect lasts as long as the powder coats the area.

White Dandelion

Wondrous item, common

When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical.

Windwalker Boots

Wondrous item, uncommon (requires attunement)

These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don’t end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.

Witch Ward Bottle

Wondrous item, uncommon

This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle's magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends.

If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug’s magic, and it shatters.

Worg Salve

Wondrous item, uncommon

Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf ’s bite attack) for 5 minutes.

If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, 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.

Worry Stone

Wondrous item, common

This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can’t be used again until the next dawn.

Wraithstone

Wondrous item, uncommon (requires attunement)

This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature’s essence stays within until the stone is broken, upon which point the soul is released and the creature can’t be resurrected or reincarnated by any means short of a wish spell.

While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature’s likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can’t physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically.

The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone’s charges have been used, the beast’s spirit is completely drained, and the stone becomes a nonmagical bauble.

As a bonus action, you can expend 1 charge to cause one of the following effects:

  • Bestial Vigor. The next time you hit a creature with a melee weapon attack, the target takes an extra 1d6 damage of the weapon’s type.
  • Natural Selection. Until the end of your next turn, you have advantage on Wisdom (Perception) checks, and your speed increases by 5 feet.
  • Wisdom of the Wilds. You have advantage on Wisdom (Animal Handling) and Wisdom (Survival) checks for 1 minute.

Ziphian Eye Amulet

Wondrous item, rare (requires attunement)

This gold amulet holds a preserved eye from a ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.

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