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Ambrosia and Nectar 

Wondrous Item, very rare

Ambrosia and nectar are the food of the gods. They can can heal a person with divine heritage or any person
who has gained divine powers for 4d8 + 8 hit points, but can only be eaten once per long rest each, if eaten a
second time they cause the same dice in necrotic damage. This can not be eaten by a non-divine being (unless
said being is given a specific blessing from a god that allows him to eat), if they do eat it they take the same
dice in necrotic damage.

Amulet of Faith 
Wondrous Item, rare (requires attunement by a paladin)

This triangular amulet has three small gems in each of its corners, representing the wearer's hopes, faith, and
ambition; each part of its detail embodying the person's emotions towards what it represents, boosting the
wearer's conviction to achieve their goals. While attuned to this amulet, your Charisma score is increased by 2.
Your Charisma score can be increased higher than 20, but cannot be increased to be higher than 28. 
You can add your Charisma modifier twice to your spell save DC (i.e. 8 + your Charisma modifier multiplied by
two + your proficiency bonus). The amulet has 5 charges, and it regains 1d4 + 1 charges daily at dawn. You
can expend a charge as a bonus action to impose disadvantage on the next saving throw a creature makes
against a paladin spell that you cast, or an effect that you cause (such as Turn the Unholy).

Angreal 
Wondrous Item, rare

An angreal is a small statue that can resemble a person, animal or object. It has 6 charges, and regains 1
charge daily at dawn. A spellcaster holding the angreal may expend charges to regain expended spell slots,
one charge per slot level.
Arcane Door 
Wondrous Item, rare

An arcane door is a set of two metal bars, linked by fine shimmering electrum chains. You can spend an action
to seal a doorway by placing one bar on each side. The chains stretch across the doorway, then expand at
right angles into a shimmering golden wall of force. The wall is solid and extends into the ethereal plane.
Perception checks made through the doorway are made with disadvantage.

The arcane door can be deactivated and reactivated – by the creature that sealed the doorway – by speaking
the command word within 30 feet of it. A dispel magic spell can deactivate the arcane door, for which it is
effectively a 7th level spell. The wall can also be physically broken with a DC 25 Strength check, which
deactivates the arcane door. The metal bars cannot be removed from the doorway while the arcane door is
active.

Arcane Lock Box 


Wondrous Item, uncommon (requires attunement by a wizard, sorcerer or warlock)

This small chest weighs 10 lbs. and is made entirely of brass or iron. The box holds 3 cubic feet or 75 lbs. of
items, and objects within are considered to be under the effects of a nondetection spell. Only the creature
attuned to the box can open it freely. It has no keyhole, handle, or outside mechanism, making all standard
non-magical means of opening it (like lock-picking) impossible. It can be broken open with a Strength check of
DC 25.

The arcane lock spell can be cast upon the box as a ritual. If the alarm spell is cast upon the box as a ritual, its
duration is twice as long.

If a knock spell is cast upon the box, the caster must make a DC 15 (or DC 20 if the box is secured with arcane
lock) ability check using their spellcasting ability. If the check fails, the spell does not open the box.

If a dispel magic spell is cast upon the box, the spells affecting the box are considered to be 5th level.

If a creature attuned to the box is more than 100 feet away from it, they do not loose their attunement until 1
week has passed (rather than 24 hours).
Armbands of Prestidigitation 
Wondrous Item, rare (requires attunement)

This is a pair of leather armbands patterned with interlocking circles.

The left and right armbands might be found together or individually. Each armband requires attunement, but
when you wear both they are treated as single attuned item.

 When you wear the left armband, you know the prestidigitation cantrip.

 When you wear the right armband, you know the mage hand cantrip.

 When you wear both armbands, you have advantage on Dexterity (Sleight of Hand) checks.

Auril's Kiss 
Wondrous Item, common

This flask is filled with a white liquid that turns to a quickly growing block of ice. As an action, you can throw this
flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the flask
as an improvised weapon. On a hit, the target takes 2d6 cold damage and becomes restrained by growing ice.
A creature can end this damage by using its action to make a DC 13 Strength check to break the ice.

Axe of Changing State 


Wondrous Item, Rare (Requires attunement)

A Golden War Axe that has Four Gems in between the Two Blade heads, This magic weapon Gain +3 to attack
and Damage Rolls. This weapons Damage is 2d6 ,attacks that score a critical hit on a roll of 19 or 20 and also
deals an extra 1d8 Fire Damage.

As a Bonus action the User can Transform the Axe into 2 other weapons: Two Hand axe or a LongSword Two
hand Axe: Two Golden Hand axes that have Green Gems that smell like Death are on the Blades , this weapon
deals 1d6 + 3 To both Axe and both inflict 1d4 poison Damage Each. Longsword: Golden Longsword that has
a Blue Gem in the Handle that is Cold to the Touch ,this weapon deals 1d8 + 3 Sliceing Damage and 1d6 Cold
Damage.

This Axe only has 5 Charges , the change feature only cost one charge, Recharges 3 after a Short Rest or 5
after a long rest (Cant increase amount of charges without DM Consent)
Belt of Battle 
Wondrous Item, very rare (requires attunement)

Wearing this belt goes on to push oneself to the limit and beyond

Take the Initiative. While attuned and wearing the belt, you have advantage on initiative rolls.

Exertion. The belt of battle has 3 charges and regains 1d4-1 expended charges daily at dawn. While wearing
the belt you can use a bonus action and expend 1 or more charges to cause any of the following effects to take
place:

 Move (1 charge): you can take an additional 15 feet of movement on the turn you use this feature.

 Reaction (2 charges): you can take an additional reaction this round but it must be taken before the
start of your next turn.

 Action (3 charges): you can take an additional action. The additional action can be any of the following:
Hide, Dodge, Move, Dash or one additional attack. If the additional attack is a ranged attack, the ranged
weapon must either be loaded and/or you must have the ammunition to use it. If the additional attack is a
spell attack, the spell attack must be a cantrip. This additional action must be taken the turn you use this
feature.

Book of Time 
Wondrous Item, Legendary (Requires attunement by a spellcaster able to cast chronomancer spells)

A gift from the gods of the Astral plane, the Book of Time is bestowed to only those with the greatest potential.
This leather bound book is sealed with cold iron, magical wards, and many other methods to prevent anyone
but the intended target to read it. The spine of the book bears the words "A Complete History."

When given a Book of Time by a god of the Astral plane, a chronomancer must automatically attune to it, losing
another item if necessary. Any other spellcaster able to attune to it must follow the following steps.

The mundane locks are immune to magical effects and require a DC 30 Strength check to break. The wards on
the book are written in a completely alien language and require a DC 30 Intelligence check to read.
Successfully reading the wards reveals constantly changing words and patterns surrounding the words "Book
of Time." The wards require a DC 30 Intelligence (Arcana) check to break, this check is made with advantage if
the wards have been read within the past 30 seconds. Failing any of the above checks results in taking 3d12
psychic damage. 30 seconds after the first lock is broken, whether mundane or magical, the book repairs and
resets itself, effectively nullifying all progress made to open it. A chronomancer other than the intended target
cannot attune to the Book of Time until it has been opened.
The Book of Time contains the complete history of the universe, changing as actions in the present alter the
flow of time. Only one creature is able to read the book at any given time, and even then the mental strain of
doing so is immense. The creature bonded to the Book of Time may, once per day, spend time studying the
book during a short or long rest. The reader takes 1d8 Psychic damage for each hour spent studying the book
that cannot be reduced through any means and cannot be healed during the rest. Damage caused in this way
cannot be healed through magical means. For the next 24 hours, the reader may make choose to succeed any
dice roll, regardless of type, that they otherwise failed. They may use this feature one time for every hour they
spent studying the book. Any uses remaining after 24 hours do not decay. The reader may only use a
maximum of 5 uses within a 24 hour period, each additional use causes the reader to take 1d8 psychic damage
that cannot be reduced through any means and cannot be magically healed.

Alternatively, the reader may, during a long rest, use the Book of Time to commune with the Lord and Lady of
Time and Fate. In doing so, the reader may ask any questions about future events, but they will only answer
with yes or no/true or false/etc. The reader can only ask 10 questions in the span of a week, any further
questions will be met with silence.

The Lord and Lady will, on occasion (DM's discretion), choose to answer a question with a prophecy instead of
a yes or no. These occasions usually speak of events that could cause great fluctuations in the timeline.

Boots of Hemes
Wondrous Item, legendary

Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra
movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity
attacks from that creature for the rest of the turn, whether you hit or not. +1AC
Boots of Swiftness 
Wondrous Item, legendary (requires attunement)

Speed of great measure to those who wear these boots

Dexterous. While wearing these boots, you have advantage on Dexterity saving throws.

Quick Footed. While wearing these boots, your walking speed is doubled.

Evasive. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half
damage while wearing these boots, you instead take no damage if you succeed on the saving throw, and only
half damage if you fail.

Peak Condition. While wearing these boots, you have proficiency in the following skills: Athletics and
Acrobatics.

Haste. As an action, you can be under the effect of the haste spell. While under the effect of the haste spell
from this item, your walking speed is not doubled again but all other speeds are as normal. You must maintain
concentration for this effect to remain active and it lasts up to the duration of the spell. You can use this feature
again after 8 hours.

Bottle of Bees 
Wondrous Item, very rare (requires attunement)

Appears as a corked, dark colored glass bottle with raised words on the outside which read: "If you treat me
nicely I will be sweet. If you treat me roughly, I wil get mad."

Once per long rest you may choose to use the bottle to produce honey or release a swarm of bees:

1. Produces honey:

If you uncork the bottle gently, it will pour out a stream of honey (about a pint) as an action.

2. Produces a swarm of bees:

If shaken before opening, the bottle produces an angry swarm of bees which attack an opponent of your choice
within 30 feet as an action. (see MM pg338 Swarm of Insects)


 If the bottle is broken, the swarm turns on the person attuned to the item.
Bottle of Suni-Dee 
Wondrous Item, rare

A magical decanter filled with 1d4 + 1 quarts of a mysterious orange fluid. As an action, the holder may
unstopper the decanter and shout "Unleash the power of the sun" then expend quarts of the fluid to produce an
effect. 1 quart casts daylight. 3 quarts cast sunbeam. 5 quarts cast sunburst. The save DC for spells cast by
the bottle is 17. The decanter regains 1 quart per sunrise it is exposed to. The decanter may hold no more than
5 quarts of liquid. The holder may, instead of casting a spell, drink the fluid contained within the decanter. Every
quart of fluid consumed restores 50 hit points and cures all diseases the consumer has. The fluid tastes like
oranges.

Bottled Water 
Wondrous Item, rare

Found floating in the ocean from an unknown source, these little tin canisters hold small water elementals.
When the cork is removed from the bottle the trapped elemental escapes with a forceful burst.

The bottle can be fixed to an arrow, bolt, dart or javelin. When the ammunition or weapon is used to make a
ranged attack, it puts out an area of fire within a 15-foot cube, and if it hits the target takes an additional 1d6
cold damage.

Alternatively, the bottle can be held in one hand and used when you use your Attack action to extinguish an 15-
foot cube of fire, or douse and push a creature 15 feet away. If you do so you have advantage on your Strength
(Athletics) check.

Once a bottle has been used, the elemental disperses and the canister becomes a small nonmagical container.

Bracelet of Ascendant Potential 


Wondrous Item, legendary (requires attunement)

This incredible item allows its wearer to ascend beyond the limits of their current form. By activating an
enchanted stone set into the bracelet, the wearer is bathed in immense quantities of magical energy. The
energy appears to alter the wearer differently depending on their race, and enhances their native abilities to
their maximum potential. Two pieces are required to use the bracelet of ascendant potential — the bracelet
itself, and a race-specific stone to activate the transformation.
Mechanically, the bracelet of ascendant potential acts to temporarily boost the power of an individual. At the
start of their turn, the wearer must utilize their bonus action to activate the bracelet. If the wearer lacks their
race-specific stone, nothing happens. If they have their race-specific stone, the user changes form. This form
closely resembles the original race, with character-specific traits becoming especially emphasized at an almost
thematic level. The form retains the wearer's basic abilities and gains whatever is described below. Upon
dropping to 0 hit points or after 1 minute has passed, the user reverts to their regular form. The bracelet can be
used once after every short rest.

Below are known stones required for utilizing the bracelet, as well as their effects on the user.

Aarakocite

 Utilized by Aarakocra

 Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Dragonbornite

 Utilized by Dragonborn

 Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Dwarvite

 Utilized by Dwarves

 Ability Score Increase. Your Constitution score increases by 2, and your subrace-specific ability
score increases by 1.

Elvenite

 Utilized by Elves

 Ability Score Increase. Your Dexterity score increases by 2, and your subrace-specific ability score
increases by 1.

Genasite
 Utilized by Genasi

 Ability Score Increase. Your Constitution score increases by 2, and your subrace-specific ability
score increases by 1.

Gnomite

 Utilized by Gnomes

 Ability Score Increase. Your Intelligence score increases by 2, and your subrace-specific ability score
increases by 1.

Goliathite

 Utilized by Goliaths

 Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by
1.

Halflinite

 Utilized by Halflings

 Ability Score Increase. Your Dexterity score increases by 2, and your subrace-specific ability score
increases by 1.

Humanite

 Utilized by Humans

 Ability Score Increase. Your Ability Scores each increase by 1.

Mammutharite

 Utilized by  Mammuthari

 Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by
1.

 Sunder Earth. Using your mighty bulk, you stamp into the ground. setting off a small tremor in a 30
foot radius. Enemies and allies must succeed a DC 16 Strength saving throw or be knocked prone, as well
as take 3d6 Force damage. Damage is halved on a successful save.
 Prehistoric Glory. Your height and weight increase by a factor of 1.5x, and you gain total immunity to
Cold damage. Your tusks grow to incredible lengths and you become proficient in attacks utilizing them.
Tusk attacks deal 4d6 Piercing damage.

Orcite

 Utilized by Orcs and Half-Orcs

 Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by
1.

Spynkazakite

 Utilized by  Spynkazaka

 Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

 Airburst. Sprinting while flying in a straight line creates an Airburst. Airbursts will strike everyone
within 10 feet of the linear path that the Spynkazaka travels, and enemies and allies alike must succeed
against a 16 DC CON saving throw or be knocked prone and take 3d6 Force damage. Damage is halved
on a successful save.

 Ancestral Fire. Fiery ribbons erupt from your mouth. Unarmed strikes against you deal 1d6 Fire to the
attacker. Your own unarmed strikes deal an additional 3d6 Fire damage.

Tieflinite

 Utilized by Tieflings

 Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases
by 1.

Warforgite

 Utilized by Warforged

 Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by
1.

Many more race-specific stones have yet to be discovered.


Canned Air 
Wondrous Item, uncommon

Found among the ruins of a former Gnome settlement, these little bronze canisters hold small air elementals.
When the release valve on the base of the can is turned, the trapped elemental escapes with a forceful burst.

The canister can be fixed to a arrow, bolt, dart or javelin. When the ammunition or weapon is used to make a
ranged attack, the range is doubled and on a hit the target takes an additional 1d6 piercing damage.

Alternatively, the canister can be held in one hand and used when you use your Attack action to shove a
creature. If you do so you have advantage on your Strength (Athletics) check.

Once a canned air has been used, the elemental disperses and the canister becomes a small nonmagical
container.

Canteen of Healing
Wondrous Item, Legendary (LG, NG, CG, LN, TN, CN)

Decorative canteen. Can hold up to 20 "swigs". Each swig taken heals 1d6+5+(Your Constitution Modifier).

Magically refills 1d4+3 swigs per day.

The Canteen can be taken out, opened and take up to 2 swigs as a bonus action if the wielder: has at least one
hand free, has a Dexterity of at least 15 and is able to speak "Open" and the canteen will magically open.

If the user does not have all of those conditions, it takes a full action.

For the user that does have those conditions, but take more than 2 swigs up to 6 must use a full action.

For the user that does not have all of those conditions but also wants to take more swigs, they can take up to 4
swigs with the cost of their bonus action, or up to 6 including half their movement (cannot drink well while
running because he or she will either choke on it or spit some back out).

STOWING: Dex 15+ characters that can say "Close" freely can stow the Canteen for free.

Others with less than 15 Dex and can say "Close" freely, can close and stow the canteen for an action.

If in either case the user wielder cannot say "Close" freely, he or she needs the other hand free to close or stow
without closing which will make the Canteen lose 1d4 swigs per turn not closed as the magic and/or liquid falls
out while moving and fighting.
CANNOT be used to revive people (the drinker must be able to actually drink themselves, use regular potions).

Chain of Impossible Strength 


Wondrous Item, rare or very rare (requires attunement by a barbarian,  fighter,  paladin, or ranger)

To a normal person, this silver and gold chain seems like just an ugly decoration. To an adventurer who has
probably wished they were stronger, this string of expensive metal links is a godsend. Literally. It is unclear
what god created the first chain, many will claim it was theirs. The first chain was thousands of feet long giving
godlike strength to whoever could carry it (which was only successfully carried by one giant chief who died after
slapping a bug on his face).

For every 10 silver links there are 3 gold links (About 2 ½ feet long), each silver section increases the wielder's
Strength score by 1, to a maximum Strength score of 28. The chain was divided by an evil priest who feared
the power of the divine strength in the chain. There are different size pieces of the chain, none larger than 6
silver sections (1-3 rare; 4-6 very rare). Sections can be cut off if the party chooses to share it (by the middle
gold link), the broken link vanishes in a divine light
Chain can be worn as a belt, a sash, or however they choose. But the chain must be touching the wearer (not
carried in their bag) and cannot be used as a weapon.

Chalice of Purification 
Wondrous Item, very rare

This chalice is a symbol of purity itself. This large silver goblet has 5 charges. When you drink a liquid from the
chalice you can expend a charge to purify it, rendering it free of any nonmagical or magical effects, including
poison and disease.

In addition, if you drink plain water from the chalice, you can expend a charge to have the liquid function as a
potion of superior healing.8d4 + 8
The chalice regains 1d4 + 1 expended charges daily at dawn.

Potion of ... Rarity HP Regained


Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
Chromatus Watch 
Wondrous Item, Legendary (required by those who have met a primordial being)

This look like a plain old watch but it isn't. It is believed these watches was gifted to humans by a primordial
being which can control time, but there is no known ones that can control time. This item can transform you into
a Chromatus, beings that can control time. When activated, for up to 5 minutes, you and someonelse are
transported to a pocket dimension, you have infinite spells and you can't be hurt by normal weapons or magical
ones but each time you activate it, you need to pass a Wisdom saving throw of 10 or higher. If failed, you
become a chromatus that wants to destroy the world and when times up, you stay in your Chromatus body but
you can be hurt by anything and can't use magic but the damage is half, this is not reversible. If passed, you
keep your mind but the saving throw goes up by 1 (if it was 10, now 11) and it keeps going, if you try to use a
different watch it would be the same as the first, but if someone would to use it and if it was not 10 for
someonelse, it's 10 to them. The time can be shorten if they are hit the Chromatus and it goes down by 30
seconds. You get a weapon based on what you be using (ex if you used a sword, you get a new one but if you
use a spear, it's a spear), it does 1d12. Only ones that can can hurt a Chromatus is another Chromatus.

Cloak of Acid 
Wondrous Item, rare (requires attunement)

This cloak has 3 charges. As an action, you can speak the cloak's command word and expend a charge to
cause acid to seep from the cloak for 1 minute, or until you speak the command word again as a bonus action.
While acid seeps from the cloak, a creature that touches you or hits you with a melee attack while within 5 feet
of you takes 3d6 acid damage.
The cloak regains 1d3 expended charges daily at dawn.

Cloak of Death 
Wondrous Item, legendary (requires attunement)

This cloak appears to melt into the shadows when worn. When you wear this cloak you have advantage on
Stealth checks. As an action, you can cast finger of death (save DC 17). You must wait 1 hour before you can
cast it again.
Cloak of Destiny 
Wondrous Item, Very Rare (requires attunement)

The Cloak of Destiny is one of the vestments of Fate.

The cloak endows its wearer with all of the following abilities you don’t need any component (verbal, hand
gesture or material) nor concentration to maintain the spell

- Fly

- +4AC

- +4Charisma

- Dimension Door
- Invisibility
- Prismatic Spray

Cloak of Gliding 
Wondrous Item, uncommon (requires attunement)

When the wearer of this cloak begins to fall they may will the cloak to activate. The cloak spreads open and
becomes like wings, allowing the wearer to gain a glide speed of 60 feet.
They also gain resistance to fall damage.

Cloak of Verna Mist 


Wondrous Item, rare (requires attunement)

Black Cloak with Sliver streaks from head to End that Glows in the Moonlight,

As a Bonus Action the player can activate this item and shift into the ethereal Plane where they cannot Be
Damaged, Seen or Heard, only lasts while the player is moving (Movement rules Still apply) in the ethereal
plane Time Goes Slower so movement speed is +10 to the User, when the player can no longer Move the user
then become physical again and cannot use this item more than once per Battle, This item can be used 3 times
a day and then the item loses the Silver lines that turn Red , this item can Be used again after the owner/ User
has completed a Short rest.
Cloak of Warmth 
Wondrous Item, uncommon

The cloak of warmth is an arcane cloak designed for a traveler in snowy terrain. The wearer of the cloak is
able to withstand temperatures up to -50. On top of being able to withstand negative temperatures the cloak
also allows the wearer to remain dry in rainy weather.

Cloak of the Innocuous 


Wondrous Item, uncommon

This cloak is made of simple unassuming materials, it seems tattered and rough as if it has been used for years
and not cared for. Wearing this cloak makes you seem unimportant and beneath notice. Creatures must
succeed a DC 15 Wisdom (Perception) check to be able to notice you. The check is a DC 10 if you are not in a
public place. Attacking or other "obvious" actions ends the effect for any creature that can see the action.

Cloak of the Mistwalker 


Wondrous Item, legendary (require attunement)

This dark silky cloak holds almost no weight in any hand, and merges with the mist as if not there. When
wearing this cloak, you can spend a bonus action or a reaction to teleport yourself up to 30 feet to an
unoccupied space that you can see; however, you can use this feature only once a turn.

Corrosive Bomb 
Wondrous Item, uncommon

This flask contains a bright glowing green liquid. You can throw the flask up to 20 feet, shattering it on impact.
All creatures within a 10 foot radius must make a DC 13 Dexterity check, taking 3d6 acid damage on a failed
save or half as much damage on a successful save. The acid burns the ground in the area of effect for 1
minute. Creatures that enter the area or end their turn there take 1d6 acid damage.
Crown of Thorns 
Wondrous Item, rare (requires attunement)

The crown of thorns is a symbol to all who see it — a symbol of humility and, thusly, divinity.

While you wear the crown, your AC is reduced by an amount equal to your Wisdom Modifier. You then gain
resistance to all forms of damage, as well as advantage on all saving throws that could cause you bodily or
mental harm.

Crystal of Health 
Wondrous Item, rare

This crystal gains charges equal to the amount of health it gains, holding them until the user breaks the crystal.
The crystal can store up to 35 charges at a time. When found, it contain 2d6 charges. As an action the player
may break the crystal on the ground healing all creatures within a 20ft. radius equal to the amount of charges
on it. When broken the crystal loses all magic.

Crystal of Health 
Wondrous Item, rare

This crystal gains charges equal to the amount of health it gains, holding them until the user breaks the crystal.
The crystal can store up to 35 charges at a time. When found, it contain 2d6 charges. As an action the player
may break the crystal on the ground healing all creatures within a 20ft. radius equal to the amount of charges
on it. When broken the crystal loses all magic.

Demon Gauntlet 
Wondrous Item, uncommon

This gauntlet is covered in razor sharp spikes giving the creature wearing it unarmed strike of 1d8, unless the
creature already has an alternative unarmed strike then it gives a bonus 1d4 to their unarmed strike damage.
Dimensional Scissors 
Wondrous Item, rare

While you are holding these scissors, you may use an action to cast the dimension door spell. The scissors
can't be used again in this way until the next dawn.

Drachma Coins 
Wondrous Item, very rare

A gold coin called a drachma. This coin can be used to communicate with other people. To use it simply toss
the coin into a rainbow and recite, mentally or verbally, the prayer: "Oh Iris, goddess of the rainbow, take my
offering". After that say out loud the name of the person you want to talk to and the place where they are. If you
don't know one of these two information you can't connect, but the location doesn't need to be extremely
precise, an example: "Jason at our half-blood camp". You stated which camp, but not where exactly in it, but it
will still work.

Dragon Gauntlet 
Wondrous Item, very rare

A dragon gauntlet is created from a severed dragon's arm. When worn it grants you resistance to the type of
damage associated with the dragon. The dragon gauntlet has 5 charges. You use a bonus action to spend one
charge to activate the gear for 1 minute. While activated, your melee attacks deal an additional 1d8 damage of
the type associated with the dragon. you can expend a charge to sense any dragons within 10 miles. this
includes anything with the dragon type in the monster manual like dragon turtles, wyverns, etc. The gear
regains 1d4 + 1 expended charge at dawn. 

Enchanted Fistwraps 
Wondrous Item, uncommon

Favored in duels when weapons are not allowed, these fist-wraps give the user a +1 bonus to attack and
damage rolls with unarmed strikes as well as treating unarmed attacks as magical.
Enchanted Hour Glass 
Wondrous Item, uncommon

When you hold this hourglass you can request a countdown until any predictable event or time. The hourglass
then fills with sand that unabatedly trickles from the top bulb to the lower bulb. The hourglass can count down
to predictable events ("Sunset", "Next full moon", "1 hour from now"), and can time predestined or prophesized
events ("When the Tarrasque returns", "When the volcano reawakens") It cannot count down to future events
that rely on multiple outcomes or personal free will ("When will a new king be found?", "When will I next eat?".

Eye of Watchfulness 
Wondrous Item, rare (requires attunement)
This orb is roughly 5 inches in diameter, and glows slightly when you look directly at it. The orb has 3 charges.
As an action while holding the orb, you can expend a charge to speak its command word, causing it to levitate
up to 20 feet off of the ground for 1 minute or until you speak the orb's command word again as a bonus action.
While the orb levitates, it has blindsight out to a radius of 30 feet, and you can command it to move up to 10
feet in any direction as a bonus action. You are aware of everything the orb perceives.
The orb has an AC of 18, 8 hit points, resistance to bludgeoning, piercing, and slashing damage from
nonmagical attacks, and immunity to poison and psychic damage.
The orb regains 1d3 expended charges daily at dawn.

False Flag 
Wondrous Item, uncommon
In its natural form, a false flag is a square piece of grey fabric, 8 by 8 feet. It can be mounted on a tower's
flagpole, or on a battle standard. When so affixed, its illusory magic activates. All creatures who view the false
flag see it emblazoned with the heraldry or symbol of their liege, nation, religion or other group they have
pledged allegiance to. It otherwise displays a symbol that the viewer deems benign.
When a group of creatures views a false flag, appears the same to each member, displaying the most common
image among them, such that there would be no inconsistency.
If a creature uses its action to examine the flag, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check of DC 15.

Gauntlets of Flame 
Wondrous Item, uncommon (requires attunement)

These gauntlets have 6 charges. While wearing the gauntlets, you can expend 1 charge as an action to cast
the flame blade spell. When you make the spell's attacks, you do so with an attack bonus of +5.
The gauntlets regain 1d4 + 2 expended charges daily at dawn.
Gauntlets of the Sea Behemoth 
Wondrous Item, Legendary, Unique (Special attunement Rules)

Two deep green scale gauntlets with blue sapphires in their palm set of the aroma of the ocean. On closer
glance, the scales seem to be made of abalone shards, and waves seem to be crashing within sapphires.

Power: Once per long rest, the power of the gauntlets may be called upon allowing the user to craft a melee
weapon of water. These last until another conjuration and may only be wielded by the current owner of the
gauntlet. Weapons made using this ability deal an extra die of force damage, and for every size category larger
the target is by the wielder an extra damage die is added. I.e. a conjured longsword wielded by a human would
deal 2d8 (1d8 slash/1d8 force) against another medium-size creature. When attacking an Ogre (a large
enemy), the longsword would deal 3d8 (1d8 slash/2d8 force) damage. These extra dice can critically hit.

Attunement requires a Wisdom check of 12. After which, the user is privy to the powers of the gauntlets.

History: The Gorthatik era was a time of the primordials. Behemoths roamed the land and sea causing
destruction in their wake. Much is lost from the era, but legend speaks of a warrior that roamed the land
quelling the beasts as saw fit. During the final days, the hero imbued the power of a sea monstrosity into
gauntlets to be passed down a lineage to defend against any beast again. But before they were handed onto
the next generation, a Great Black Dragon stole the gauntlets.

Gauntlets of the Storm 


Wondrous Item, very rare (requires attunement)

While you wear these gauntlets, you can hurl a bolt of lightning at a point you can see within 100 feet of you.
Each creature within 10 feet of that point must succeed on a DC 17 Dexterity saving throw or take 10d8
lightning damage on a failed save, or half as much damage on a success. Once the gauntlets are used in this
way, they cannot be used again until the next dawn.
Gem of the Wretched 
Wondrous Item, uncommon

A gem made of black opal. The pattern inside this gem resembles the night's sky. These enchanted gems are
common among the upper society in vampire covens due to their ability to provide a short respite from the
effects of sunlight on Vampires and their kin.
Removes the disadvantage on attack rolls and Perception checks vampires and dhampirs take in direct
sunlight for 1d8 hours at the cost of disadvantage on all Strength and Charisma related skills. To receive this
effect, the gem has to make direct contact with the skin. Its effect can be dismissed by removing the gem, but
can not be activated again until the time of the active effect naturally runs its course.
This gem has seven charges and can be activated multiple times a day but may only be be recharged once
every week. Each charge requires four candles, a pentacle drawn in chalk, and a small vial of non-Vampire /
Dhampir blood from a willing humanoid. The candles and blood are consumed. The recharging ritual may only
be carried out during the night and takes one hour. Ritual may be carried out by non-spell users.

Girdle of Sex 
Wondrous Item, rare

First, it's not at all what it sounds like. This girdle doesn't grant you sexual stuff, but instead allows you to
change your biological sex. Once equipped, you must roll a d20.

1-3: Your body becomes a nonbinary form.

4-10: Your sex doesn't change.

11-20: You become male if you were previously female, and vice versa. If you weren't male or female before,
you become one of these two biological sexes.

If you become nonbinary, or of the opposite sex, there is a way to reverse the effect. Take off the belt and you
will return to what sex you were before you put on the girdle of sex.

Variant Rule wearing the girdle will allow you to have advantage on rolls against characters of a sexuality
that's compatible with your gender, in Persuasion and Deception checks.
Glass Cannon
large object 
Armor Class: 10
Hit Points: 20
Damage Immunities: poison, psychic
Damage Vulnerabilities: bludgeoning, piercing and slashing damage

Wondrous Item, uncommon

The glass cannon is a weapon created with sand and magic. It is used as an artillery piece in desert battles,
where it can be crafted on-site faster than a mundane cannon. It fires a cluster of glass shards which spread
out to shred infantry. A glass cannons do not last for long: they are often taken out by enemy catapults before
they can fire, or they shatter themselves with their forceful blasts.

Loading the cannon is merely a matter of pouring a bucketful of sand down the barrel, which takes an action or
a bonus action. It takes one action to aim the cannon and one action to fire it.

Shredding Shot: The cannon fires glass shards in a 60-foot cone. Each creature in that area must make a DC
15 Dexterity saving throw, taking 7d6 slashing damage on a failed save, or half as much damage on a
successful one. The cannon deals 5 slashing damage to itself.

Gloves of Object Returning 


Wondrous Item, rare (requires attunement)

These simple, fingerless cloth gloves that have bright colored rims around the finger and wrist holes, while the
rest is pure black. The gloves have 3 charges. While wearing the gloves, you may expend a charge as a bonus
action to magically transport one object that you can see within 60 feet of you and that you have held within the
past minute. If another creature is holding or wearing that object, you must succeed on an Intelligence check
contested by its Intelligence check. If you fail the contest, the other creature continues wearing or holding the
item. If you succeed on the contest, the object is transported into your hand. The gloves regain 1d3 expended
charges daily at dawn.
Gloves of the War Mage 
Wondrous Item, rare (requires attunement )

Appearing as heavy white leather gloves, each pair of gloves has arcane script carefully embroidered along the
fingers, with a small fine gemstone set into the palm of each hand. The gloves have 5 charges, which you can
use as a bonus action. When you expend a charge you can add your proficiency to the damage cause by a
spell requiring a attack roll against a single creature. If the spell is a evocation spell, you can add an extra half
of your proficiency rounded up to the attack roll after expending a charge.
Charges cannot be used more than once on your turn, and the gloves regain 1d4 + 1 expended charges daily
at dawn.

(Ex.) When a wizard expends one of the gloves charges, and casts scorching ray against a single target, they
can add their proficiency and a half to each beams damage if they hit.

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