You are on page 1of 8

Astrelan's Astounding Armory

Volume I
A compendium of items both magical and mundane
By Joseph Holloway

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Joseph Holloway and published under the Community Content
Agreement for Dungeon Masters Guild.
Flash Pellet
Mundane Items Alchemical Item, Mundane
Consisting of all nonmagical items, mundane items also Suggested Price: 25 gp
include nonmagical alchemical items. This tiny brittle object is often disguised as a button or other
decoration. You can throw a flash pellet as a ranged attack
Alchemist's Fire Arrow with a range of 15 feet. When thrown against a hard surface,
Alchemical Item, Mundane it bursts with a bright flash of light. All creatures within a 5-
Suggested Price: 60 gp foot-radius sphere must succeed on a DC 15 Constitution
This arrow or bolt is made entirely of glass, and its tip is filled save or be blinded until the end of your next turn.
with alchemist's fire. When fired from a bow or crossbow,
halve the weapon's effective range. On a hit, the target takes Folding Bow
1d4 fire damage at the start of each of its turns. A creature Weapon (shortbow or longbow), Mundane
can end this damage by using its action to make a DC 10 Suggested Price: 75 gp
Dexterity check to extinguish the flames. This bow is segmented with clockwork locking mechanisms,
allowing it to be folded up into a club as a bonus action. It is
Catstink an action to unfold and restring the bow.
Alchemical Item, Mundane
Suggested Price: 25 gp Ironbark Armor
A dose of this alchemical compound sprinkled on your trail Armor (Medium or Heavy), Mundane
temporarily confuses the scent ability of any creature. Any Suggested Price: 100 gp extra
creature using scent to track you must succeed on a DC 15 This armor is made from ironbark, which is as hard as steel.
Survival check or lose your trail. If the trail is lost, the If any armor can be made from metal, it can be made from
creature can attempt to relocate your trail, but they have ironbark instead for an additional fee.
disadvantage on the Survival check. The odor of catstink
remains in effect for 10 minutes after the substance is used. Jar of Glowworms
Sprinkling catstink on one’s trail is a standard action. Alchemical Item, Mundane
Cavalry Bow Suggested Price: 5 gp
Weapon (hand crossbow), Mundane The tiny insects in the jar create dim light in the jar’s space
indefinitely.
Suggested Price: 100 gp
This hand crossbow has a folding stock. As a bonus action, it Miner's Helmet
can change from a one-handed crossbow dealing 1d6 Head Item, Mundane
damage to a light crossbow dealing 1d8 damage. However, it Suggested Price: 1 gp
keeps the same range as a hand crossbow. You can attach a lantern, a sunrod, or some other lighting
Crackle Powder
device to the forehead reflector of this headgear to provide
Alchemical Item, Mundane hands-free illumination.
Suggested Price: 25 gp Signal Ammunition
This alchemical powder creates a loud crackling noise, like a Ammunition, Mundane
broomstick breaking, whenever it is jostled or struck. A single Suggested Price: 1 gp
packet covers a 5-foot-radius area; applying the powder These arrows, sling bullets, or crossbow bolts incorporate
requires an action. Once in place, the powder remains active sunrod materials that ignite when the ammunition is fired,
for 8 hours and imposes disadvantage on Stealth checks and are useful for coordinating maneuvers or signaling for
made when traversing the area. help. This ammunition is sold in sheaves of five, and gives off
bright light for 30 feet and dim light for an additional 30 feet
Feywine Raisin when fired. The light lasts for 1 minute.
Alchemical Item, Mundane
Suggested Price: 5 gp Tanglefoot Bag
Grapes grown in the Feywild are so lush that even when they Alchemical Item, Mundane
are dried and made into raisins, the raisins retain most of the Suggested Price: 25 gp
grapes’ essence and potential. When a feywine raisin is This fist-sized bag is full of a sticky goo that glues a target to
stirred into a goblet of water, the raisin dissolves and the the ground. You may throw a tanglefoot bag at a creature
mixture instantly ferments, creating a decent wine. within 15 feet of you that is standing on a horizontal surface,
making a ranged attack roll as if using an improvised thrown
weapon with which you are not proficient. On a hit, the target
is restrained for one minute. The creature can end this
condition early by making a DC 10 Strength saving throw as
an action on their turn, or if another creature makes a DC 10
Athletics check to free them as an action.

1
Tindertwig Far Traveler's Scrapbook
Alchemical Item, Mundane Wondrous Item, Common
Suggested Price: 5 sp Suggested Price: 75 gp
The alchemical substance on the end of this small, wooden This thick book is entirely blank when first made, and it has a
stick ignites when struck against a rough surface. Creating a small lens on the front cover. Each book has 50 pages. A
flame with a tindertwig is much faster than creating a flame person can say the command word to cause the book to
with flint and steel and tinder. Lighting a torch with a transcribe a perfect copy of whatever is in front of the lens
tindertwig is a bonus action, and lighting any other fire with onto the next blank page. The backs of pages are used. Once
one is an action. all 50 pages have been used, the book loses its magic.
Wand Case Frozen Tears
Adventuring Gear, Mundane Wondrous Item, Common
Suggested Price: 25 gp Suggested Price: 15 gp
This case has slots for up to six wands to be safely stored, Many icicles hang from the Prince of Frost’s Fortress of
and comes with a latching lid. A lock can be added for extra Frozen Tears. These icicles, known themselves as frozen
security. Drawing a wand from a wand case is an interaction. tears, are said to be sorrow made manifest. Even when they
are carried away from the prince’s demesne in the Vale of the
Long Night, frozen tears do not melt, instead chilling any
Common Magic Items object or creature in contact with them. Although they aren’t
Consisting of all common magic items, from weapons and cold enough to cause damage, frozen tears are fervently
armor to wondrous items, common magic items come in all sought by Feywild merchants, who use them to keep
shapes and sizes. perishable goods chilled during transport - a handy trick for
bringing specialized food and drink to the courts to satisfy the
Amulet of Lethargy refined appetites of the archfey
Wondrous Item, Common
Lamplighter's Wand
Suggested Price: 75 gp Wand, Common
This amulet is shaped like an anchor, with a cast iron chain.
Once per day as an action, you may brandish it at a creature Suggested Price: 175 gp
within 60 feet that you can see and speak its command word. While holding this wand, you may use it to cast the light
Until the end of your next turn, the target's speed is reduced cantrip at will. However, when using this wand, the spell can
to 0. only be cast on objects that are not being held or carried, has
a range of 40 feet, lasts for 12 hours without concentration,
Chilled Goblet and can be cast on any number of objects.
Wondrous Item, Common
Phantasmagorical Library
Suggested Price: 50 gp Wondrous Item, Common
This plain steel goblet is always cool to the touch, and it chills
any drink that is poured into it. Suggested Price: 75 gp
This novel-sized book has a nondescript cover. Inside, the
Deepfarer's Pouch pages are blank until the command word is spoken, at which
Wondrous Item, Common point the pages fill with the contents of one random
nonmagical book. When the command word is spoken again,
Suggested Price: 75 gp the book's contents change to that of a different nonmagical
This belt pouch contains one hour's worth of air, which book. This item can come in the form of a novel, nonfiction
remains fresh indefinitely. Once the air in the pouch has been book, or a cookbook.
consumed, you can refresh the supply by exposing the open
pouch to any supply of breathable air during a short rest. Porta-Cooker
Wondrous Item, Common
Enchanted Knife Set
Wondrous Item, Common Suggested Price: 150 gp
This item is a lidded metal container about the size of a cake
Suggested Price: 75 gp carrier. When one of three command words is spoken, the
This enchanted knife set consists of a paring knife, utility inside instantly reaches one of three temperatures: 325, 350,
knife, steak knife, bread knife, and tongs. They always remain or 400 degrees farenheit. Speaking the command word again
sharp, and are chained to a cutting board that is 1 foot by 1 turns it off. The outside is always cool to the touch. It comes
foot. Upon saying the appropriate command word while with a small stand to keep it level.
touching the board, the knives will chop anything on the
cutting board in the appropriate manner. "Slice" results in Restful Bedroll
strips less than half an inch thick, "dice" gets half-inch cubes, Wondrous Item, Common
and "fine" gets slices so thin they're translucent.
Suggested Price: 50 gp
Whenever you complete a long rest in a restful bedroll, you
gain 1d8 temporary hitpoints, which last until the end of your
next long rest.
2
Rope of Coiling Arcanist's's Wand
Wondrous Item, Common Wand, Uncommon
Suggested Price: 25 gp Suggested Price: 150 gp
This 50 foot hempen rope will coil itself up over the course of While holding this wand, you may cast the mage hand and
3 rounds upon saying the command word. It can haul up to prestidigitation cantrips at will.
500 pounds when coiling. If cut, its magic vanishes instantly.
Bailiff's Bludgeon
Sunrod Weapon (club), Uncommon
Wondrous Item, Common Suggested Price: 150 gp
Suggested Price: 5 gp This weapon's handle appears to be wrapped in small chains.
This minor magical item sheds bright light out to 30 feet and Once per day, when you hit a creature with this weapon, you
dim light for another 30 feet for up to four hours before can use your bonus action to force the creature to make a DC
burning out. It can be turned on or off as an interaction. 13 Strength saving throw or be restrained for 10 minutes.
The creature can attempt a DC 15 Acrobatics or Athletics
Trowel of Excavating check as an action to break free.
Wondrous Item, Common
Blightcrusher
Suggested Price: 65 gp Weapon (maul), Uncommon
When touching this item to a spot on the ground and
speaking the command word, this item will excavate a 5-foot Suggested Price: 400 gp
cube of loose earth over 1 turn, or solid stone over 5 turns. You gain a +l bonus to attack and damage rolls made with
When excavating stone, the sounds of excavation can be this magic weapon. Once per day as an action, you may speak
heard clearly up to 200 feet away. the command word, causing this thorn-covered wooden maul
to shine with bright light in a 30 foot radius and dim light for
another 30 feet. At the beginning of your next turn, all
Uncommon Items creatures within the area of the bright light are subjected to
Rarer than common items, uncommon items vary greatly in the effects of the lesser restoration spell, and the light is
power. extinguished.
Apprentice's Staff Blighted Club
Staff, Uncommon (Requires attunement by a sorcerer, Weapon (club), Uncommon
warlock, or wizard) Suggested Price: 350 gp
Suggested Price: 500 gp This club is a sickly dark green color, and is covered in short
This staff appears to be a relatively plain oaken quarterstaff, spines. You gain a +l bonus to attack and damage rolls made
with adornment varying between craftsmen. While held, this with this magic weapon. Once per day as a bonus action, the
staff gives the holder the ability to cast the identify and detect wielder can speak the weapon's command word to cause the
magic spells as rituals, without material components. thorns to secrete a dark red poison. For 1 minute, each strike
Additionally, this staff has three charges. You may use a with the weapon deals an additional 1d4 poison damage and
charge as an action to cast any cantrip from the sorcerer, the target must succeed on a DC 10 Constitution saving
warlock, or wizard spell lists. When you do so, it counts as a throw or be poisoned until the end of your next turn.
class spell for you, and uses your spell attack and spell save
DC. The staff regains all charges each day at dawn. Bramblestaff
Staff, Uncommon
Apprentice's Wand Suggested Price: 500 gp
Wand, Uncommon (Requires attunement by a spellcaster) This staff is covered in thorns. This staff has 10 charges, and
Suggested Price: 125 gp it recovers 1d8+2 charges each day at dawn. As an action,
This simple length of wood appears in your hand when you you can spend charges in one of the following ways:
need it most. While the wand is attuned to you and on the 1 - Cast entangle with a save DC of 13.
same plane, you can use a bonus action to cause it to appear 2 - Cast spike growth with a save DC of 13.
in your hand, no matter the distance. X - You may use up to 3 charges to propel up to 3 thorns
Additionally, you have advantage on Arcana checks while towards an opponent within 60 feet, making a ranged
holding the wand. spell attack roll with a +5 bonus. Deal 1d8 piercing
damage per thorn on a hit.
Arcanist's's Brooch
Wondrous Item, Uncommon Crystal Ball of Blindsight
Suggested Price: 250 gp Wondrous Item, Uncommon
This brooch is shaped like an eight-pointed star, and Suggested Price: 500 gp
generally made of silver. While wearing it, you can cast the While holding this crystal ball, you have blindsight out to 60
mage armor spell once per day, and the unseen servant spell feet, but you see everything in grayscale.
as a ritual.

3
Crystal Gauntlet Shieldmage's Wand
Wondrous Item, Uncommon (Requires attunement by a Wand, Uncommon (Requires attunement by a spellcaster)
spellcaster) Suggested Price: 300 gp
Suggested Price: 350 gp This wand is as long as a short sword, and has a cup hilt
While wearing this glove, you may use it as an arcane, divine, styled to look like a shield. While using this wand, you gain a
or druidic focus. Additionally, you do not suffer disadvantage +1 bonus to your AC.
when making a ranged spell attack when an enemy is within Additionally, you may cast the shield spell once per day as a
5 feet of you. reaction.
Flying Hook Shockwhip
Wondrous Item, Uncommon Weapon (whip), Uncommon
Suggested Price: 250 gp Suggested Price: 300 gp
As an action, you command this grappling hook to fly from This weapon is a small, handheld copper rod. As a bonus
you to an unattended object within 100 feet of you that you action, the wielder can press a button on the handle to cause
can see, and it magically latches onto the object. Once a thick copper whip to extend from the rod. This whip deals
secured, the hook extends a thin rope back to your hands. an additional 1d6 lightning damage on a hit.
Climbing the rope requires an Athletics check, or you can pull
the object towards you with an Athletics check. The hook and Sip of Aura Sight
rope can support up to 3,000 pounds before the hook Potion, Uncommon
detaches from the surface. The rope cannot be tied or Suggested Price: 250 gp
knotted in any way, nor can it be used to attack or affect a Upon drinking this potion, you gain blindsight out to 30 feet,
creature. as well as the effects of the detect magic spell. These effects
As a bonus action, you can command the hook to detach last for one hour.
from the object and return to you. This causes the rope to
retract. Smudge
Weapon (Any sword), Uncommon
Helmet of Blade Warding
Wondrous Item, Uncommon Suggested Price: 250 gp
This sword is obscured by thick black smoke when drawn.
Suggested Price: 150 gp Once per day, you may say the command word as an action,
This helmet has a small shield insignia on the brow. This causing a cloud of thick black smoke to appear in a 30-foot
item has 4 charges, and all expended charges are replenished radius sphere centered on the sword. The area is heavily
each day at dawn. As an action, you may speak the command obscured. The smoke lasts for 10 minutes, or until the sword
word to expend a charge and cast the blade ward cantrip on is sheathed or the command word is spoken again as an
yourself. action.
Lector's Wand Snug Armor
Wand, Uncommon Armor (Any medium or heavy), Uncommon
Suggested Price: 175 gp Suggested Price: 300 gp
While holding this wand, you may use it to cast the sacred This medium or heavy armor can be slept in with no
flame cantrip at will with a DC 13 save. Once per day, you consequences.
may use it to cast guiding bolt at 1st level with a +5 attack
bonus. Once you use it to cast guiding bolt, you may not use Tracer Bow
the wand to cast sacred flame until the following dawn. Weapon (Any bow or crossbow), Uncommon
Lecturer's Ring Suggested Price: 150 gp
Ring, Uncommon This bow or crossbow has 3 charges, which refresh each day
at dawn. As a bonus action, you can speak the command
Suggested Price: 200 gp word for this weapon, expending one charge. The next arrow
While wearing this ring, the wearer may cast the or bolt fired from this weapon glows with bright light for 30
thaumaturgy cantrip at will. Once per day, the wearer can feet and dim light for an additional 30 feet, and deals an extra
cast the command spell at 1st level with a DC 13 save. 1d8 radiant damage. The light lasts for one minute.
Never-Ending Bow Valkyrie's Pike
Weapon (Any bow or crossbow), Uncommon Weapon (Any spear, pike, halberd, or glaive), Uncommon
Suggested Price: 300 gp Suggested Price: 200 gp
This bow or crossbow has arrow symbols embossed along its This weapon glows dimly with iridescent light, shedding dim
length. When the string is drawn back, an arrow or bolt light in a 10 foot radius. Twice per day, the wielder can use a
appears, nocked and ready. This removes the ammunition bonus action to cast the cure wounds spell at 1st level with a
property of the weapon. The arrows or bolts produced by this +3 modifier, targeting another creature.
weapon last for five minutes before disappearing.

4
Vineshaper's Wand Abjurer's Staff
Wand, Uncommon Staff, Rare (Requires attunement by a spellcaster)
Suggested Price: 175 gp Suggested Price: 3,000 gp
While holding this wand, you may use it to cast the thorn This solid metal staff is inscribed with warding runes. While
whip cantrip at will with a +5 attack bonus. Once per day, you holding this staff, you gain +2 to your AC, and you may cast
may use it to cast entangle at 1st level with a DC 13 save. the blade ward cantrip at will. Additionally, you may cast the
Once you use it to cast entangle, you may not use the wand to shield spell as a reaction twice per day without using a spell
cast thorn whip until the following dawn. slot, as long as you have the spell prepared.
This staff has 5 charges, and regains 1d4+1 charges each
Wand of Flames day at dawn. These charges may be used to cast the following
Wand, Uncommon spells at their lowest level:
Suggested Price: 175 gp 1 - armor of agathys
While holding this wand, you may use it to cast the fire bolt 1 - mage armor
cantrip at will with a +5 attack bonus. Once per day, you may 3 - protection from energy
use it to cast burning hands at 1st level with a DC 13 save.
Once you use it to cast burning hands, you may not use the Bladed Circlet
wand to cast fire bolt until the following dawn. Wondrous Item, Rare (Requires attunement)
Suggested Price: 2,500 gp
Wand of Frost This circlet looks like a crown made of upward-pointing
Wand, Uncommon blades. While worn, you can cast the sword burst cantrip at
Suggested Price: 175 gp will, and you can cast the cloud of daggers spell as a 3rd-level
While holding this wand, you may use it to cast the ray of spell twice per day.
frost cantrip at will with a +5 attack bonus. Once per day, you
may use it to cast ice knife at 1st level with a +5 attack bonus Conjurer's Staff
and a DC 13 save. Once you use it to cast ice knife, you may Staff, Rare (Requires attunement by a spellcaster)
not use the wand to cast ray of frost until the following dawn. Suggested Price: 3,000 gp
This gnarled wooden staff is inscribed with summoning
Wand of Healing runes. While holding this staff, you may use your action to
Wand, Uncommon conjure a tiny weapon which hurtles towards a target
Suggested Price: 250 gp creature or object within 30 feet of you. Make a ranged spell
This wand has 5 charges, and regains 1d4 + 1 charges each attack using your spell attack bonus, which deals 2d6
day at dawn. While holding this wand, you may spend a piercing damage on a hit. The weapon disappears after the
charge as an action to cast either cure wounds or healing attack is made, whether it hits or misses.
word at 1st level with a +3 modifier. You may expend extra This staff has 5 charges, and regains 1d4+1 charges each
charges to increase the level of the spell by one per charge. day at dawn. These charges may be used to cast the following
spells at their lowest level using your spell attack and spell
Wand of Life save DC:
Wand, Uncommon 1 - grease
Suggested Price: 500 gp 2 - cloud of daggers
This wand has 8 charges, and regains 1d6+2 charges each 3 - conjure animals
day at dawn. While holding this wand, you can use one 4 - conjure woodland beings
charge to cast the healing word spell at 1st level with a +3
modifier. Using 4 charges, you can cast the mass healing Crossbow of the Gatekeeper
word spell at 4th level with a +3 modifier. Should the last Weapon (light or heavy crossbow), Rare
charge be expended, roll a d20. On a 1, the wand vanishes in Suggested Price: 800 gp
a flash of light. This crossbow has a shield symbol engraved into the stock.
Once per day as an action, the wielder may speak the
Wand of Sparks command word, creating a shimmering, 15 foot high barrier
Wand, Uncommon in a 15 foot line that is centered on the wielder. This barrier
Suggested Price: 150 gp has an AC of 15 and 30 hitpoints. It blocks all forms of travel,
While holding this wand, you may use your action to make a even through the ethereal plane. The barrier lasts for 1
ranged spell attack with a +5 bonus, dealing 1d8 lightning minute or until destroyed.
damage on a hit. This damage increases based on the level of
the wielder: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at
17th level.

Rare Items
Rarer than uncommon items, but not quite as powerful as
very rare items, rare items still possess great power.

5
Dreadfire Sickle Moonstaff
Weapon (sickle), Rare (Requires attunement by a druid or Staff, Rare (Requires attunement by a cleric or druid)
warlock) Suggested Price: 5,000 gp
Suggested Price: 1,500 gp This mithril staff is taller than normal, decorated by elegant
This sickle has a dark wooden handle that is embossed with whorls and crescents, and capped by a crescent moon cast in
symbols of flames. You gain a +l bonus to attack and damage pure mithril. When held at night, the staff glows with
rolls made with this magic weapon. While held, you may moonlight, shedding bright light in a 20 foot radius and dim
replace any of your attacks made with this weapon with a light for another 20 feet. The staff has 10 charges, and it
special ranged attack. This attack takes the form of a small regains 1d6+4 charges each day at dusk. Should the last
orb of fire and is made using either Dexterity or Wisdom charge be expended, roll a d20. On a 1, the staff vanishes in a
(your choice when you make the attack), has a range of bright burst of moonlight. You can use the charges to cast the
30/120, and deals 2d4 fire damage on a hit. following spells at their lowest level using your spell attack
Additionally, once per day as a bonus action, you may speak modifier and spell save DC:
the command word to gain resistance to fire damage for one 1 - guiding bolt
minute. 2 - moonbeam
2 - augury
Dispelling Bolt 3 - daylight - moonlight instead of daylight
Ammunition, Rare 4 - protection from energy - radiant only
Suggested Price: 2,000 gp per bolt
Fired from a crossbow, these silvery bolts fly towards an Portable Caravan
enemy like starlight. When an enemy is hit with one of these Wondrous Item, Rare
bolts, they suffer the effects of the dispel magic spell as if cast Suggested Price: 1,000 gp
at 6th level. If the casting of the spell would require a roll, the This obsidian figurine fits in the palm of your hand, and
bonus to the roll is +3. depicts a circle of 2d4+2 tents surrounding a fire. The
number of tents is determined when you find or make the
Gloves of the Storm item. When the command word is spoken, the same number
Wondrous Item, Rare (Requires attunement) of tents appear in a circle around a large fire, which appears
Suggested Price: 2,500 gp in front of you. Each tent can comfortably house up to 3
These gloves are made of thick, white leather and are medium or small creatures, or one large creature. The
adorned with silver lightning bolts on each finger. While environment inside each tent is comfortable, but modest, no
wearing these gloves, you may cast the shocking grasp matter what it is like outside. The tents each have an AC of
cantrip at will with a +5 attack bonus. You may also cast the 15 and 30 hitpoints, and disappear from the figurine if
thunderwave spell three times per day with a DC 15 saving destroyed. The tents and fire remain indefinitely or until the
throw, and the lightning bolt spell once per day with a DC 15 command word is spoken again. If all tents are destroyed, the
saving throw. fire goes out and the figurine vanishes.
Howling Sword Reflective Brooch
Weapon (any sword), Rare (Requires attunement) Wondrous Item, Rare (Requires attunement)
Suggested Price: 2,500 gp Suggested Price: 4,500 gp
This sword's blade is pierced by a series of small holes, This brooch is a plain circle of mithril. While wearing this
causing it to shriek when swung. The shrieking can be clearly brooch, you have disadvantage on saving throws against
heard up to 200 feet away. You gain a +l bonus to attack and spells that only target you. However, when you successfully
damage rolls made with this magic weapon. Once per day, save against a spell that only targets you, you are not affected
you can force all creatures within 15 feet of you to make a DC by the spell and you reflect the spell back at the caster, using
15 Constitution saving throw or take 4d8 thunder damage the caster's spell attack and spell save DC.
and be stunned until the end of your next turn. They take half
damage and are deafened until the end of your next turn on a Spellblade
successful save. Weapon (any sword), Rare (Requires attunement by a
spellcaster)
Martial Staff Suggested Price: 1,250 gp
Staff, Rare (Requires attunement) This sword is covered in arcane runes that seem to shift as
Suggested Price: 2,000 gp you read them. You gain a +l bonus to attack and damage
This light staff is capped with a diamond-shaped formation of rolls made with this magic weapon. Once attuned, this sword
metal on each end, and the shaft is made of a light, flexible uses its owner's spellcasting attribute instead of Strength on
wood. The staff has 8 charges, and it regains 1d6+2 charges attack and damage rolls, and also acts as a spellcasting focus.
each day at dawn. When you hit with a melee attack using
this staff, you may expend up to 4 charges to deal an extra
1d6 force damage per charge. Should the last charge be
expended, roll a d20. On a 1, it becomes a nonmagical
quarterstaff.

6
Sunstaff Raging Darkness
Staff, Rare (Requires attunement by a spellcaster) Weapon (greatsword), Very Rare (Requires attunement)
Suggested Price: 5,000 gp Suggested Price: 13,000 gp
This staff is made of some kind of brilliant golden metal that This greatsword's blade is constantly shrouded in shadows,
is as strong as steel. The head is a ring of the same metal in a making it almost impossible to see the blade undearneath.
sunburst design. Whenever a spell is cast through the staff, You gain a +2 bonus to attack and damage rolls made with
sunlight pours from the sunburst for a moment, shedding this magic weapon. Once per day, you may cast the darkness
bright light out to 30 feet and dim light for an additional 30 spell using this weapon. When cast in this way, the darkness
feet until the start of the caster's next turn. The staff has 8 moves with the weapon, and you can see in that area of
charges, and it regains 1d6+2 charges each day at dawn. magical darkness as if it was bright light.
Should the last charge be expended, roll a d20. On a 1, the
staff vanishes in a bright burst of sunlight. You can use the Sunedge Weapon
charges to cast the following spells at their lowest level using Weapon (any), Very Rare
your spell attack modifier and spell save DC: Suggested Price: 10,000 gp
1 - guiding bolt You can use a bonus action to speak this magic weapon's
2 - flaming sphere command word, causing sunlight to erupt from the weapon.
2 - aganazzar's scorcher The sunlight is bright light in a 10-foot radius and dim light
3 - daylight for an additional 10 feet. While the sword is ablaze, it deals
4 - wall of light an extra 2d6 radiant damage to any target it hits. The
sunlight lasts until you use a bonus action to speak the
Sunstone Wand command word again or until you drop or sheathe the sword.
Wand, Rare
Sunstone Rod
Suggested Price: 750 gp Rod, Very Rare (Requires attunement by a spellcaster)
This wand is a thin rod made out of one piece of sunstone. All
damaging fire spells cast through this wand deal radiant Suggested Price: 40,000 gp
damage instead of their normal damage type. This two foot long rod is made of a brilliant golden metal that
is as strong as steel, and is capped by a fist-sized sunstone of
unparalleled clarity. While wielding the rod, you may cast the
Very Rare Items sacred flame and word of radiance cantrips at will, using your
The most powerful items that most adventurers can hope to spell save DC.
obtain, very rare items are extremely powerful - and Additionally, the rod has 10 charges, which recharge each
correspondingly, extremely rare. day at dawn. You can expend charges to cast the following
spells at their lowest level using your spell attack roll and
Bloodblade Weapon spell save DC:
Weapon (any slashing or piercing melee), Very Rare 1 - daylight
(Requires attunement) 1 - guiding bolt (3rd level)
Suggested Price: 17,000 gp 2 - wall of fire
This weapon seems to be constantly dripping blood, but no 3 - holy weapon
mark is left on anything the drops fall on. What can be seen 3 - wall of light
under the blood is a dark red metal with jagged edges.
Whenever this weapon deals damage to a living creature, it
deals an additional 2d6 necrotic damage, and you are healed
for half the necrotic damage dealt.
Moonlash Weapon
Weapon (any), Very Rare
Suggested Price: 7,000 gp
You can use a bonus action to speak this magic weapon's
command word, causing moonlight to erupt from the weapon.
The moonlight is bright light in a 10-foot radius and dim light
for an additional 10 feet. While the sword is ablaze, it deals
an extra 2d6 radiant damage to any target it hits. The
moonlight lasts until you use a bonus action to speak the
command word again or until you drop or sheathe the sword.

You might also like