Agatha’s Enchanted Cottage Figurine
Wondrous Item (Figurine), Rare
This small, intricately carved figurine resembles a charming cottage, complete with a thatched roof, flower-filled windowsills, and a welcoming front door. When the command word is spoken, the figurine transforms into an enchanting two-story cottage, providing a secure and comfortable space for those within.
Features:
- Two-Story Design: Unlike the typical Leomund’s Tiny Hut, Agatha’s cottage has two small floors connected by a staircase. This allows for separate living spaces or additional privacy for the occupants.
- Item Preservation: Any items placed inside the cottage when it is deactivated remain inside when the cottage is reactivated. This feature allows the occupants to leave personal belongings, supplies, or even a cozy arrangement undisturbed between uses.
- Extended Activation: The cottage remains activated until its command word is spoken again or until no living beings remain within its confines. This provides a more flexible duration for those using the cottage for extended periods.
- Disguise Enchantment: While activated, the cottage figurine disguises itself using a subtle enchantment. Casual observers perceive it as a natural and permanent part of the environment, making it blend seamlessly with its surroundings. This magical camouflage enhances the figurine’s utility for discreet and inconspicuous use.
Agatha’s Universal Entranceway
Wondrous Item (Posters), legendary (requires attunement)
Agatha’s Universal Entranceway consists of a pair of magical posters, each depicting the front and back of a nondescript front door. When properly attuned, these posters transform into indestructible, interdimensional doors that connect the spaces represented on the posters.
Properties:
- Poster Pairs: Agatha’s Universal Entranceway comes as a pair of posters. The user must attune to both posters for the magic to work.
- Portal Creation: As an action, the attuned user can place either poster on a suitable wall or flat surface. Once both posters are placed in separate locations, they transform into physical, indestructible doors that connect the spaces depicted on the posters. The distance between the doors has no upper limit, and they can even connect different planes of existence.
- User Control: Only the attuned user and their chosen allies can pass through the doors. Any other creatures, including those with magical abilities, are barred from entry.
- Indestructible: The doors created by Agatha’s Universal Entranceway cannot be destroyed or damaged by any means.
- Deactivation: The doors cannot be deactivated or closed by anyone except the attuned user.
- Attunement: Agatha’s Universal Entranceway requires attunement. During a short rest, the user must spend an hour focusing on both posters to attune to their magical properties.
Appearance: The posters show a detailed illustration of a front door from both the front and back views. When activated, the posters emit a faint, magical glow, and the doors that manifest from them carry the same appearance.
Arm of Sacrificial Power
Wondrous Item (Prosthetic), very rare (requires attunement)
The Arm of Sacrificial Power is a mystic prosthetic limb that taps into the life force of its user to empower their attacks. By sacrificing a portion of their vitality, the wielder can unleash a devastating blow with enhanced strength.
Properties:
- Sacrificial Empowerment: As a bonus action, the attuned wielder can choose to sacrifice a Hit Die. For each Hit Die sacrificed, the wielder gains a +1 bonus to their next melee attack roll and adds 1d6 necrotic damage to the damage dealt. The maximum number of Hit Dice that can be sacrificed at once is equal to the wielder’s proficiency bonus. The sacrificed Hit Dice is not regained until the wielder completes a long rest.
- Enhanced Strength: The Arm of Sacrificial Power grants a +1 bonus to the wielder’s Strength score. This bonus applies to Strength checks, saving throws, and melee attack and damage rolls using Strength.
- Sturdy Construction: The arm is considered a magical prosthetic limb and functions as a normal hand in terms of manipulation. It does not impede the wielder’s ability to use other items or weapons.
- Attunement: The Arm of Sacrificial Power requires attunement. During a short rest, the user must spend an hour focusing on the arm to attune to its magical properties.
Appearance: The Arm of Sacrificial Power has a dark, ominous aesthetic, with intricate runes that pulse faintly when activated. When the sacrificial empowerment is triggered, shadows seem to swirl around the arm, emphasizing the connection to necrotic power.
Age Bottles
Wondrous Item, varying rarities (Common, Uncommon, Rare, Very Rare, Legendary)
Age Bottles are enchanted vessels that allow individuals to manipulate the passage of time and alter their own or others’ ages. These bottles come in different rarities, each dictating the extent of their age-manipulating capabilities.
Properties:
- Age Manipulation: To use an Age Bottle, the user holds the unstoppered bottle and specifies the number of years they wish to store. After focusing on the desired age, the user visibly ages or youthens accordingly. The stored years are transferred into the bottle.
- Age Transfer: In the case of using the bottle to transfer age, the user must stopper the bottle after capturing their age. When unstoppered near another person, the bottle can transfer the stored years to the target, affecting their age accordingly.
- Age Theft: To use the bottle to steal years, the process is more intricate. The user must stopper the bottle after capturing their age. When unstoppered near the target, the bottle extracts years from the target and adds them to the user’s age. The target visibly ages, and the user youthens.
- Rarities: Age Bottles come in various rarities, each with different limitations and capabilities:
- Common: Can capture or transfer a single year.
- Uncommon: Can capture or transfer up to 10 years.
- Rare: Can capture or transfer up to 50 years.
- Very Rare: Can capture or transfer up to 500 years.
- Legendary: Can capture or transfer up to 1000 years.
- Limited Uses: Each Age Bottle can hold a limited number of years, determined by its rarity. Once the bottle reaches its capacity, it must be emptied before capturing additional years.
Appearance: Age Bottles share a similar physical design, featuring a transparent container made from enchanted glass. The color of the glass varies based on the rarity of the bottle, with legendary bottles often having an ethereal, shimmering hue.
Armor of Entanglement
Armor (Any), rare (requires attunement)
The Armor of Entanglement is an enchanted piece of protective gear that not only fortifies the wearer’s defenses but also retaliates against those who seek to harm them. This +1 armor is imbued with the power to ensnare attackers in magical vines upon a successful hit.
Properties:
- Enhanced Protection: The Armor of Entanglement is a +1 armor, providing a +1 bonus to the wearer’s AC.
- Entangling Retaliation: On a successful melee attack against the wearer, the attacker must make a Strength saving throw (DC 13) or become magically entangled. While entangled, the target’s speed is reduced to 0, and it cannot benefit from any bonus to its speed. The entanglement lasts for 1 minute or until the target successfully makes a Strength saving throw at the end of its turn.
- Versatile Design: The Armor of Entanglement can be crafted as any type of armor (light, medium, or heavy), allowing wearers of different combat styles to benefit from its protective properties.
- Attunement: The Armor of Entanglement requires attunement. During a short rest, the wearer must spend 10 minutes focusing on the armor to attune to its magical properties.
Appearance: The Armor of Entanglement appears as a well-crafted suit with intricate patterns reminiscent of vines and foliage. When the entangling retaliation is triggered, faint illusions of vines may briefly materialize around the attacker.
Bag of Toy Soldiers
Wondrous Item (bag), Rare (requires attunement)
This whimsical bag is adorned with colorful embroidery and depicts scenes of toy soldiers marching in formation. When you attune to the Bag of Toy Soldiers, you gain the ability to summon living toy soldiers from within the bag.
Summon Toy Soldiers. As an action, you can reach into the bag and summon a squad of toy soldiers. The squad consists of four toy soldiers, each transforming into a Medium-sized living construct for 1 hour. The living constructs are friendly to you and your allies and follow your verbal commands.
Bag of Treats
Wondrous Item (Bag), uncommon
The Bag of Treats is a whimsical and enchanting item that holds an assortment of delightful goodies, perfect for sharing joy, building camaraderie, or simply savoring moments of sweetness.
Properties:
- Ever-Stocked Pantry: The Bag of Treats magically replenishes its contents daily at dawn, ensuring a constant supply of delectable snacks and treats.
- Sweet Assortment: The bag contains a variety of candies, chocolates, pastries, and other confections. These treats are not only delicious but often have a magical quality, granting minor boons such as a temporary boost of energy or a fleeting sense of joy.
- Share the Joy: When a treat is offered to another creature with genuine goodwill, both the giver and the recipient gain advantage on Charisma (Persuasion) checks when interacting with each other for the next hour.
Appearance: The Bag of Treats appears as an ordinary, well-crafted pouch with a charming design featuring images of various treats and candies.
Befuddling Gas Vial
Wondrous Item, uncommon
The Befuddling Gas Vial is a small, single-use container that releases a cloud of befuddling gas when opened. This magical item is often employed for diversion, confusion, or making a quick escape.
Properties:
- Gas Release: When the vial is opened, it releases a cloud of befuddling gas in a 10-foot radius centered on the point where the vial was opened.
- Confusion Effect: Creatures within the area must succeed on a DC 13 Wisdom saving throw or become confused for 1 minute. A confused creature can’t take reactions, and it must roll a d10 at the start of its turn to determine its behavior.
- Single Use: The Befuddling Gas Vial is a single-use item. Once opened and its effects triggered, the vial is expended.
Appearance: The Befuddling Gas Vial is a small glass container with a sealed stopper. The gas released is usually colorless, making it discreet and easy to deploy without drawing attention.
Bell of Awakening
Wondrous Item (Bell), uncommon
The Bell of Awakening is a mystical handbell with the power to rouse and revive those who have fallen unconscious. Crafted with magical energies that echo through the planes, the bell serves as a beacon of life.
Properties:
- Revitalizing Chime: When the Bell of Awakening is rung within 5 feet of a creature that is unconscious or at 0 hit points, the sound it produces acts as a gentle, revitalizing force. The creature immediately regains 1 hit point and is no longer unconscious.
- Limited Usage: The Bell of Awakening can be rung once per day. After each dawn, the bell regains its magical energy and can be used again.
- Stabilization: If the creature is dying and stabilized by the bell’s chime, it remains stable and unconscious rather than waking up.
- Attunement: The Bell of Awakening requires attunement. During a short rest, the attuned creature must spend 10 minutes focusing on the bell to attune to its magical properties.
Appearance: The Bell of Awakening is a finely crafted handbell with a serene and timeless design. Its surface may be adorned with symbols representing life, renewal, or other celestial motifs.
Bottle of Mists
Wondrous Item, common
The Bottle of Mists is a simple yet enchanting container that produces a soothing mist when opened. This magical item is often favored for its calming and aesthetic qualities.
Properties:
- Mist Generation: When the stopper is removed from the Bottle of Mists, it produces a gentle, ethereal mist that lingers in the surrounding area. The mist is cool and refreshing, creating a tranquil atmosphere.
- Aesthetic Effect: The mist created by the bottle has a subtle luminescence, providing a soft and ambient glow. This effect can be especially enchanting when used in dimly lit or dark environments.
- Non-Magical: The mist generated by the Bottle of Mists is non-magical and purely for decorative or atmospheric purposes. It does not have any practical applications beyond its aesthetic qualities.
Appearance: The Bottle of Mists is an elegantly crafted container made from fine glass or crystal. The stopper is usually adorned with intricate designs or patterns. The mist produced by the bottle has a faint, otherworldly quality, giving it a magical appearance.
Bottle of Youth
Wondrous Item, legendary (requires attunement)
The Bottle of Youth is a powerful and rare artifact that combines the ability to manipulate age with the preservation of memories. This legendary bottle has the extraordinary capacity to youthen an individual back to infancy, erasing both the physical and mental effects of the passing years.
Properties:
- Age and Memory Storage: The Bottle of Youth can store both the years of a person’s life and the memories associated with those years. To use, the attuned user opens an empty bottle and concentrates on the specific years and memories they wish to store.
- Youthening: When the bottle is unstoppered near a willing individual, the stored years are returned to the target, and their age regresses accordingly. Simultaneously, the preserved memories flood back, restoring the mental state of the person to the time corresponding to the restored age.
- Single Use: Each Bottle of Youth has enough space to youthen a mortal back to infancy. Once the bottle is used, it requires a long period (years or decades) to regain its magical properties.
- Attunement: The Bottle of Youth requires attunement. During a short rest, the user must spend an hour focusing on the bottle to attune to its magical properties.
Appearance: The Bottle of Youth is an exquisite crystal vial with an otherworldly radiance. When filled with stored years and memories, the liquid inside shimmers with a revitalizing glow.
Cold Iron Weapons
Weapon (Any), rare (requires attunement)
Cold Iron Weapons are finely crafted arms that have been forged from a special metal known as cold iron. These +1 weapons are not only effective against magical defenses but also carry an innate potency against creatures of the fey.
Properties:
- Cold Iron Enhancement: These weapons are enchanted to be +1, providing a +1 bonus to both attack and damage rolls.
- Feybane Strike: Cold Iron Weapons deal an additional 1d6 damage against creatures of the fey type. This bonus damage is applied to both slashing and piercing damage dealt by the weapon.
Appearance: Cold Iron Weapons have a distinctive appearance, with their blades or heads crafted from a gleaming alloy that has a silvery sheen. The metal appears almost otherworldly, resonating with an aura that subtly repels fey creatures.
Crown of Infernal Insight
Wondrous Item (Crown), very rare (requires attunement)
The Crown of Infernal Insight is a dark and foreboding circlet, forged from the essence of the Abyss itself. This malevolent artifact grants the wearer the infernal gaze, akin to the legendary Gaze of Balor.
Properties:
- Infernal Gaze: While attuned to the Crown of Infernal Insight, the wearer gains the ability to use their gaze to strike fear and awe into the hearts of those who meet their eyes. As an action, the wearer can fix their gaze upon a creature within 60 feet. The target must succeed on a Wisdom saving throw (DC 17) or be paralyzed with fear for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Abyssal Resilience: The Crown of Infernal Insight bestows resistance to fire damage upon the wearer.
- Malevolent Presence: The wearer gains advantage on Intimidation checks, and creatures that can see the wearer have disadvantage on saving throws against being frightened.
- Abyssal Affinity: The Crown of Infernal Insight allows the wearer to comprehend and communicate in Abyssal.
- Dark Power: The Crown requires attunement. During a short rest, the attuned user must spend time communing with the dark powers emanating from the Abyss within the crown.
Appearance: The Crown of Infernal Insight is a sinister circlet adorned with infernal runes that seem to writhe and flicker like flames. The centerpiece of the crown features a demonic eye that mirrors the fiery gaze of a Balor.
Cauldron of Witchcraft
Wondrous Item (Cauldron), rare
The Cauldron of Witchcraft is a versatile and enchanting vessel, crafted for the adept herbalist and cunning brewer of potions. Its magical properties enhance the creation of potions and offer unique capabilities.
Properties:
- Herbalist’s Aid: The Cauldron of Witchcraft functions as both an herbalist’s kit and a poisoner’s kit. When used for herbalism, the cauldron provides advantage on Wisdom (Herbalism Kit) checks.
- Brewer’s Boon: When creating potions or alchemical mixtures, the time required is halved when using the Cauldron of Witchcraft. This benefit extends to any potion-making process, from healing elixirs to magical brews.
- Witches Brew: The cauldron has the unique ability to brew a potion known as Witches Brew. This concoction is a mysterious blend that can have various effects, determined by the brewer’s intent. The Cauldron of Witchcraft can produce one Witches Brew per day, and its effects are chosen by the brewer during the brewing process.
Appearance: The Cauldron of Witchcraft is an intricately adorned cauldron, decorated with mystical symbols and herbal motifs. The metal is of an otherworldly sheen, hinting at its magical nature.
Dagger of the Blood Hunter
Weapon (Dagger), rare (requires attunement)
This +2 dagger bears a mysterious and unsettling enchantment, allowing it to seek out a designated target with uncanny precision. The Dagger of the Blood Hunter activates its magic when a drop of blood is placed in the hollow at the base of the blade.
Properties:
- Blood Seeker: When a drop of blood is placed in the hollow at the base of the blade, the Dagger of the Blood Hunter becomes attuned to the creature from which the blood originated. The dagger is drawn toward the creature by a powerful force, and the wielder gains advantage on Strength checks to resist the pull.
- Attracted Precision: Once attuned to a creature, the dagger grants advantage on attack rolls made against that specific creature.
- Blood Bond: The dagger remains attuned to the designated creature until a new drop of blood is placed in the hollow, designating a different target. The dagger can only be attuned to one creature at a time.
- Slippery Pull: If the wielder fails a Strength check when resisting the pull of the Dagger of the Blood Hunter, the dagger slips through their hand and flies in a straight line toward the designated creature, embedding itself in any obstacles in its path. The wielder can attempt to retrieve the dagger on their next turn.
- Attunement: The Dagger of the Blood Hunter requires attunement. During a short rest, the user must spend an hour focusing on the dagger to attune to its magical properties.
Appearance: The Dagger of the Blood Hunter has a sinister aesthetic, with a gleaming, razor-sharp blade and a hollow at the base. When activated, the dagger seems to pulse with an otherworldly energy.
Dark Conversion Necklace
Wondrous Item (Necklace), rare (requires attunement)
The Dark Conversion Necklace is a mysterious and occult trinket that grants its wearer the ability to manipulate the balance between life force and arcane energy, allowing the conversion of hit dice into spell slots and vice versa.
Properties:
- Arcane Metamorphosis: As an action, the wearer can expend hit dice to gain spell slots or sacrifice spell slots to regain hit dice. The conversion rate is 1 hit die for a spell slot or 1 spell slot for a hit die. The level of the spell slot gained or expended must be equal to or less than half the wearer’s character level (rounded down).
- Risky Exchange: If the wearer attempts to use the Dark Conversion Necklace when neither hit dice nor spell slots are available, they must make a Constitution saving throw (DC 15). On a failure, the user takes on 1 level of exhaustion, representing the toll of manipulating the delicate balance between life force and magic.
Appearance: The Dark Conversion Necklace features a pendant crafted from a dark, unknown material, intricately adorned with arcane symbols that seem to writhe and shift when observed closely. The chain itself is often made of a shadowy metal that seems to absorb light.
Diving Bell
Wondrous Item (Bell), rare
The Diving Bell is a magical handbell with the enchanting ability to create a bubble of air, allowing creatures within its radius to breathe comfortably underwater.
Properties:
- Aquatic Respiration: When the Diving Bell is rung, it creates a 15-foot radius bubble of air centered on the bell. This bubble extends both above and below the surface of the water. Creatures within the bubble can breathe underwater as if they were on land for 2 hours.
- Limited Usage: The Diving Bell can be used once per day. After the 2-hour duration expires, the bubble dissipates, and the bell cannot be used again until the next dawn.
- Number of Creatures: The bubble can accommodate up to 5 Medium-sized creatures comfortably. Larger or smaller creatures within the radius are also affected.
- Attunement: The Diving Bell requires attunement. During a short rest, the attuned creature must spend 10 minutes focusing on the bell to attune to its magical properties.
Appearance: The Diving Bell is an intricately crafted handbell made from a combination of metals and adorned with aquatic-themed motifs. When rung, the sound produced is both melodic and resonant, hinting at the magic within.
Earth Sundering Weapon
Weapon (Any Two-Handed), rare (requires attunement)
The Earth Sundering Weapon is a powerful two-handed weapon that resonates with the elemental forces of the earth. Its enchanted edge allows the wielder to strike the ground, creating a rift that disrupts and damages those in its path.
Properties:
- Enhanced Precision: The Earth Sundering Weapon is a +2 weapon, providing a +2 bonus to attack and damage rolls.
- Earth Sundering Rift: As an action, the wielder can strike the ground with the Earth Sundering Weapon, creating a rift in the earth. The rift extends in a 20-foot line in a direction chosen by the wielder. Each creature in that line must make a Dexterity saving throw (DC 15) or take an additional 2d6 force damage. On a successful save, the damage is halved. The rift remains open for a brief moment, creating difficult terrain in its area until the end of the wielder’s next turn.
- Versatile Combatant: The Earth Sundering Weapon can be wielded with great proficiency whether in one or two hands, allowing the wielder to adapt their combat style to the situation.
- Attunement: The Earth Sundering Weapon requires attunement. During a short rest, the attuned user must spend time communing with the weapon, feeling the vibrations of the earth within.
Appearance: The Earth Sundering Weapon has a robust and imposing design, with its blade or head intricately etched with symbols of earth and stone. When the rift ability is activated, the weapon seems to resonate with the power of the earth.
Elven Blades
Weapon (Any one-handed sword or spear), uncommon
Elven Blades are masterfully crafted weapons that bear the elegance and precision characteristic of Elven craftsmanship. These weapons, whether a sword or a spear, are created by skilled Elven artisans and imbued with enchantments that reflect the grace and finesse of Elven combat styles.
Properties:
- Elven Precision: When wielding an Elven Blade, the wielder gains a +1 bonus to attack rolls with the weapon. This bonus reflects the careful balance and craftsmanship of the weapon.
- Finesse: Elven Blades are finesse weapons, allowing the wielder to use their Dexterity modifier instead of Strength for attack and damage rolls.
- Keen Edge: The blade has a keen edge, increasing the critical hit range to 19-20.
- Versatile Design: Elven Blades are versatile weapons, allowing the wielder to use them either one-handed or two-handed.
- Attunement: Elven Blades require attunement. During a short rest, the wielder must spend an hour focusing on the blade to attune to its magical properties.
Appearance: Elven Blades are works of art, often featuring slender and elegant designs with intricate Elven runes etched along the blade. The hilt is typically adorned with Elven motifs and may incorporate materials like mithril or silver.
Elven Plate
Armor (Plate), rare
Elven Plate is a masterfully crafted suit of plate armor that, despite its robust protective properties, retains the remarkable lightness characteristic of Elven craftsmanship. This armor provides unparalleled protection without sacrificing the agility and grace associated with Elven warriors.
Properties:
- Agile Protection: Elven Plate offers the protective benefits of traditional plate armor (AC 18), but its enchantments grant the wearer increased agility. The armor imposes no disadvantage on Dexterity (Stealth) checks, and the wearer retains the benefits of a high Dexterity score.
- Silent Movement: The Elven Plate is enchanted to dampen sound, making the wearer’s movements nearly silent. The wearer has advantage on Dexterity (Stealth) checks.
- Graceful Design: The Elven Plate is designed with elegance and Elven motifs, incorporating mithril or other lightweight materials. Despite its imposing appearance, it allows the wearer to move with fluidity and grace.
- Attunement: The Elven Plate requires attunement. During a short rest, the wearer must spend an hour attuning to the armor to benefit from its magical properties.
Appearance: Elven Plate is a stunning masterpiece, blending traditional plate armor aesthetics with Elven artistry. It features intricate patterns, graceful lines, and subtly glowing enchantments when activated.
Enigmatic Mirror of Rhyme
Wondrous Item (Mirror), very rare
The Enigmatic Mirror of Rhyme is a mysterious and magical looking glass that, much like its cinematic inspiration, speaks in poetic verses, revealing cryptic insights and enigmatic truths.
Properties:
- Rhyming Reflections: The mirror communicates in rhyming verses, providing answers to questions in the form of poetic riddles or cryptic rhymes. The mirror’s responses are known for their ambiguity and often require interpretation.
- Wisdom of the Ages: Once per day, the wielder can ask the mirror for guidance. The mirror imparts ancient wisdom in the form of a rhyming verse, granting advantage on one Wisdom (Insight) or Intelligence (Investigation) check within the next hour.
- Illusory Insights: The mirror can create illusory images, accompanied by poetic descriptions. These illusions are minor and decorative, serving to enhance storytelling or create an artistic atmosphere rather than providing any combat advantage.
Appearance: The Enigmatic Mirror of Rhyme is an ornate mirror framed in gilded designs with mystic runes. The reflective surface seems to shimmer with an otherworldly glow when it speaks in its melodic verses.
Eye-Taker’s Sling
Weapon (Sling), uncommon
The Eye-Taker’s Sling is a devious ranged weapon designed for precision and accuracy, with a reputation for targeting the most vulnerable parts of an opponent.
Properties:
- Deadly Accuracy: The Eye-Taker’s Sling is exceptionally accurate. The wielder gains a +2 bonus to attack rolls when using this sling.
- Long Range: The sling has an extended range of 120 feet, allowing the wielder to strike foes from a distance with deadly precision.
- Critical Aim: On a critical hit with the Eye-Taker’s Sling, the damage dice are maximized, ensuring that the most damage possible is dealt.
- Light and Concealable: The sling is lightweight and easy to conceal, making it an ideal choice for those who prefer stealth and mobility.
Appearance: The Eye-Taker’s Sling is a finely crafted weapon, often made from darkened leather and adorned with intricate etchings or symbols. The pouch may be fashioned from exotic materials, and it typically features an eye motif, emphasizing its lethal focus.
Fairy Armor
Armor (Heavy or Medium), uncommon (requires attunement by a fairy)
Fairy Armor is a specially crafted set designed to accommodate the diminutive size and ethereal nature of sprites, fairies, and pixies. This lightweight armor not only provides protection but also enhances the natural flying abilities of its wearer.
Properties:
- Flight Enabler: While attuned to the Fairy Armor, the wearer gains the ability to use their innate flying speed. The flying speed is equal to the creature’s walking speed.
- Versatile Design: Fairy Armor can be crafted as either Heavy or Medium armor, providing AC 11 + Dexterity modifier for Medium Armor or AC 12 + Dexterity modifier for Heavy Armor.
- Attunement: Fairy Armor requires attunement by a sprite, fairy, or pixie. During a short rest, the wearer must spend 10 minutes focusing on the armor to attune to its magical properties.
Appearance: Fairy Armor is a delicate and finely crafted set that incorporates lightweight materials and intricate designs. The armor is adorned with ethereal patterns and motifs, capturing the essence of the magical creatures it is designed for.
Feyknight Armor
Armor (Heavy), rare (requires attunement by a paladin)
The Feyknight Armor is a set of heavy armor infused with the essence of the Feywild, empowering paladins with the grace and otherworldly might associated with the fey.
Properties:
- Feywild Resilience: While attuned to the Feyknight Armor, the wearer gains advantage on saving throws against being charmed and frightened.
- Fey’s Grace: The armor enhances the wearer’s agility and grace. The wearer has advantage on Dexterity saving throws.
- Channel Fey Energy: Once per long rest, the wearer can channel the energy of the Feywild to cast Misty Step without expending a spell slot.
- Versatile Protection: The Feyknight Armor can be crafted as any type of heavy armor (such as plate or splint), providing its magical properties while retaining the protective benefits of the chosen armor type.
- Attunement: The Feyknight Armor requires attunement by a paladin. During a short rest, the attuned wearer must spend time attuning to the fey energies within the armor.
Appearance: The Feyknight Armor is a beautifully crafted set, adorned with intricate engravings resembling fey motifs and symbols. It gleams with an otherworldly luminescence, reflecting the magical nature of the Feywild.
Flash Strike Rapier
Weapon (Rapier), rare (requires attunement)
The Flash Strike Rapier is an exquisite weapon that blends precision with magical speed. This +2 rapier possesses the extraordinary ability to execute the Flash Strike, a dazzling maneuver that allows the wielder to lunge at their target from a considerable distance.
Properties:
- Flash Strike: The attuned wielder can perform the Flash Strike maneuver up to 5 times per day. As part of an attack action, the wielder can make a Flash Strike, turning into a streak of light and lunging toward a target within 30 feet. This movement ignores terrain and obstacles. The Flash Strike deals an additional 1d8 radiant damage on a successful hit.
- +2 Enhancement: The Flash Strike Rapier is a +2 magical weapon, granting a +2 bonus to attack and damage rolls made with it.
- Radiant Damage: All damage dealt with the Flash Strike is radiant damage.
- Charges: The Flash Strike ability has a limited number of uses, with 5 charges available each day. The rapier regains all expended charges at dawn.
- Attunement: The Flash Strike Rapier requires attunement. During a short rest, the user must spend an hour focusing on the rapier to attune to its magical properties.
Appearance: The Flash Strike Rapier is an elegant and finely crafted weapon, with a blade that seems to shimmer with a faint radiance. When the Flash Strike is executed, the rapier leaves behind a brief trail of sparkling light.
Forceful Pusher Arm
Wondrous Item (Prosthetic), uncommon (requires attunement)
The Forceful Pusher Arm is a remarkable prosthetic limb imbued with the power of kinetic force. This unique creation allows its user to unleash a bolt of pushing energy, providing both offensive and utility capabilities.
Properties:
- Forceful Bolt: As an action, the attuned wielder can unleash a bolt of pushing force in a straight line up to 30 feet long and 5 feet wide. Creatures caught in the line must make a DC 13 Strength saving throw or be pushed 10 feet away from the wielder. The arm can project this forceful bolt once per short rest.
- Sturdy Construction: The arm is considered a magical prosthetic limb and functions as a normal hand in terms of manipulation. It does not impede the wielder’s ability to use other items or weapons.
- Attunement: The Forceful Pusher Arm requires attunement. During a short rest, the user must spend an hour focusing on the arm to attune to its magical properties.
Appearance: The Forceful Pusher Arm has a sleek design, with engraved runes that glow faintly when the forceful bolt is activated. When the bolt is unleashed.
Forest Bane Axe
Weapon (Battleaxe), rare (requires attunement)
The Forest Bane Axe is a formidable weapon specifically crafted to combat the verdant threats of the natural world. With an affinity for dealing with plant-based creatures and objects, this +2 battleaxe is a trusted companion for those who venture into the heart of the wilderness.
Properties:
- Enhanced Precision: The Forest Bane Axe is a +2 battleaxe, providing a +2 bonus to attack and damage rolls.
- Foe of the Verdant: The axe grants advantage on attack rolls against all plant-based monsters, recognizing the inherent threat these creatures pose to the natural order.
- Woodcutter’s Fury: When used against objects or creatures made primarily of wood (such as wooden doors, barricades, or treants), the Forest Bane Axe deals double damage on a successful hit.
- Versatile Combatant: The Forest Bane Axe can be wielded with one or two hands, allowing the wielder to adapt their combat style to the situation.
- Attunement: The Forest Bane Axe requires attunement. During a short rest, the attuned user must spend 1 hour practicing with the axe to attune to its magical properties.
Appearance: The Forest Bane Axe has a rugged and natural appearance, with a sturdy wooden handle and a gleaming steel blade. Elaborate carvings of leaves and vines adorn the axe, showcasing its affinity for the natural world.
Glass Slippers
Wondrous Item (Footwear), uncommon
Glass Slippers are a magical pair of shoes designed to enhance the wearer’s dancing abilities and infuse an enchanting quality into their movements.
Properties:
- Graceful Dancing: While wearing Glass Slippers, the wearer gains advantage on Dexterity (Acrobatics) checks and Charisma (Performance) checks related to dancing.
- Enchanting Dance: When the wearer engages in a dance, they can choose to activate the enchanting magic of the Glass Slippers. During the dance, creatures within 10 feet of the wearer who can see them must make a Wisdom saving throw (DC 13) or be charmed by the dancer for the duration of the dance.
- Dance Duration: The enchanting dance lasts for up to 1 minute. Once the dance concludes, creatures who were charmed are no longer affected, and the enchanting magic cannot be used again until the next dawn.
- Versatile Style: Glass Slippers adjust their appearance to match the style and color preferences of the wearer’s attire.
Appearance: The Glass Slippers appear as delicate and elegant shoes made from enchanted glass. They shimmer with a subtle glow and adjust their appearance to complement the wearer’s chosen attire.
Gloves of Spell-Snaring
Wondrous Item (Gloves), rare (requires attunement)
The Gloves of Spell-Snaring are a pair of enchanted gloves designed to intercept and redirect the destructive power of evocation spells. Wearing these gloves grants the attuned wielder the ability to snatch incoming evocation spells from the air and hurl them back at their caster.
Properties:
- Spell-Snaring: As a reaction, when the attuned wielder is targeted by an evocation spell that requires a ranged spell attack or allows a Dexterity saving throw, they can attempt to snatch the spell out of the air. The wielder must make a Dexterity saving throw with a DC equal to the spell’s saving throw DC. On a successful save, the gloves capture the spell, and the wielder can choose to release it as part of a ranged spell attack on their next turn. The damage and effects of the spell are determined by the original caster’s spellcasting ability and level.
- Spell Reflection: If the wielder successfully snatches a spell and chooses to release it, the gloves grant advantage on the ranged spell attack roll.
- Sturdy Construction: The gloves are considered a magical accessory and do not hinder the wielder’s ability to use other items or weapons.
- Attunement: The Gloves of Spell-Snaring require attunement. During a short rest, the user must spend an hour focusing on the gloves to attune to their magical properties.
Appearance: The Gloves of Spell-Snaring have an elegant design, adorned with intricate patterns that seem to shimmer when spells are captured. When a spell is held within the gloves, a faint glow corresponding to the spell’s energy color emanates from the fabric.
Goblin’s Guile Weapon
Weapon (Any), uncommon (requires attunement)
The Goblin’s Guile Weapon is a deceptively nimble weapon, attuned to the chaotic and evasive nature of goblins. This +1 weapon is favored by goblin warriors who rely on cunning and agility to outmaneuver their foes.
Properties:
- Enhanced Precision: The Goblin’s Guile Weapon is a +1 weapon, providing a +1 bonus to attack and damage rolls.
- Nimble Escape: While attuned to the Goblin’s Guile Weapon, the wielder gains the Nimble Escape ability. As a bonus action, the wielder can disengage or hide, allowing them to slip away from melee combat without provoking opportunity attacks.
- Versatile Combatant: The Goblin’s Guile Weapon can be crafted in various forms, such as a sword, axe, or dagger, to suit the preferences and fighting style of the wielder.
- Attunement: The Goblin’s Guile Weapon requires attunement. During a short rest, the attuned user must spend time familiarizing themselves with the weapon’s nimble properties.
Appearance: The Goblin’s Guile Weapon has a mischievous and unassuming appearance, with a blade or head designed for swift strikes. The hilt may be adorned with small, erratic engravings reminiscent of goblin symbols.
Cap of Pleasant Dreams
Wondrous Item (Headwear), uncommon (requires attunement)
The Cap of Pleasant Dreams is a magical headwear that enhances the wearer’s sleep experience, ensuring restful nights filled with delightful dreams.
Properties:
- Restful Sleep: While attuned to the Cap of Pleasant Dreams, the wearer gains the benefits of a long rest after only 4 hours of sleep. However, the wearer must still maintain 8 hours of light activity, such as reading or keeping watch.
- Sweet Dreams: The wearer is more resistant to nightmares and intrusive dreams. They have advantage on saving throws against being frightened or charmed during sleep.
- Attunement: The Cap of Pleasant Dreams requires attunement. During a short rest, the attuned user must spend time wearing the cap and focusing on positive thoughts.
Appearance: The Cap of Pleasant Dreams has a comfortable and snug design, often made of soft fabrics and adorned with soothing colors. It may have small embroidered symbols of moonbeams, clouds, or stars.
Dreambottle
Wondrous Item (Bottle), rare
The Dreambottle is a magical vessel designed to capture and store dreams, preserving them for later exploration or sharing.
Properties:
- Dream Capture: The Dreambottle can be used to capture dreams. To do so, the attuned user must spend a long rest with the bottle within 5 feet of them. During this time, the user can choose to store a dream they experienced or allow the Dreambottle to passively capture a dream if the user does not have a specific dream in mind.
- Dream Viewing: To relive a captured dream, the user can unstopper the Dreambottle and spend 10 minutes in quiet concentration, during which the dream plays out as a vivid, immersive experience visible only to the user.
- Limited Capacity: The Dreambottle can store up to three dreams at a time. Once the maximum capacity is reached, any attempt to capture a new dream will overwrite the oldest stored dream.
Appearance: The Dreambottle is an elegantly crafted glass bottle with ethereal, ever-shifting patterns that seem to mimic the swirling nature of dreams. The stopper may be adorned with a small, enchanted gemstone.
Dreamcatcher
Wondrous Item (Held), rare
The Dreamcatcher is a magical tool designed to enhance the Dreambottle’s ability to capture dreams, allowing the attuned user to collect the dreams of others.
Properties:
- Dreamweaver’s Grasp: While attuned to the Dreamcatcher, the user gains the ability to gently influence the dreams of those within 30 feet during a long rest. The user can choose to passively capture the dreams of a willing creature or attempt to influence the dreams of a sleeping creature within range.
- Dream Influence: The user can spend a short rest attuning the Dreamcatcher to a specific individual. Once attuned, the user can spend a nightly action subtly influencing the dreams of the attuned individual. The target may make a Wisdom saving throw (DC 15) to resist this influence. On a failure, the Dreamcatcher user can choose to either passively capture the target’s dream or actively plant a specific dream or emotion into their subconscious.
- Symbiotic Capture: When used in conjunction with a Dreambottle, the Dreamcatcher allows the attuned user to capture dreams experienced or influenced by others. The Dreambottle must be within 5 feet of the Dreamcatcher during the capturing process.
- Limited Use: The Dreamcatcher can be used to influence or capture dreams a total of three times per day.
Appearance: The Dreamcatcher is an exquisite handheld device crafted from fine materials such as silken threads, delicate gemstones, and a small, enchanting charm. The charm may take the form of a miniature crescent moon, a star, or other symbols associated with dreams.
Ethereal Beanstalk Seeds
Wondrous Item, uncommon
Ethereal Beanstalk Seeds are magical beans with the extraordinary ability to grow into towering beanstalks that extend into the heavens. When planted and nurtured overnight, these beans sprout into majestic beanstalks, offering access to otherworldly realms and the chance to harvest extraordinary treasures.
Properties:
- Night’s Embrace: When planted at night and watered, Ethereal Beanstalk Seeds grow rapidly, reaching their full height by dawn.
- Heavenly Ascent: Climbing the beanstalk allows the adventurer to ascend into other planes of existence, such as the Feywild, Elemental Planes, or even celestial realms. The specific plane reached depends on the color of the beanstalk’s beans.
- Treasures of the Cosmos: The beans harvested from the beanstalk contain magical properties. When consumed, they grant visions of otherworldly landscapes, imparting knowledge or granting temporary magical abilities for a short duration.
- Transplanar Harvest: The beanstalk can be coaxed into growing beans that lead to specific planes by infusing the soil with corresponding magical energies during planting.
Colors and Corresponding Planes:
- Silver Beans: Feywild
- Emerald Beans: Elemental Planes
- Celestial Beans: Celestial Realms
Appearance: Ethereal Beanstalk Seeds appear as ordinary beans, each possessing a faint magical glow. The color of the beans varies depending on the desired destination.
Grappling Crossbow
Weapon (Crossbow), rare
The Grappling Crossbow is a specially designed +1 crossbow that incorporates a unique mechanism for launching a grappling hook. This versatile tool allows the user to latch onto surfaces or even creatures, providing enhanced mobility and tactical advantages.
Properties:
- Enhanced Precision: The Grappling Crossbow is a +1 crossbow, providing a +1 bonus to attack and damage rolls when used.
- Grappling Mechanism: As an action, the user can launch a grappling hook with a thin, magically reinforced cable. The grappling hook has a range of 60 feet and can attach to any surface or creature of size Large or larger. The user makes a ranged attack roll to determine if the grappling hook successfully latches onto the target.
- Grappling Range: The cable allows the user to traverse the distance up to the point where the grappling hook is anchored. The cable can support the weight of the user and equipment, allowing for strategic movement in three dimensions.
- Limited Usage: The Grappling Crossbow has a limited number of uses for its grappling mechanism. It can be used several times equal to the user’s proficiency bonus before requiring a short or long rest to regain its magical properties.
Appearance: The Grappling Crossbow appears as a finely crafted crossbow with additional mechanisms near the front end to accommodate the grappling hook. When activated, the cable is magically reinforced, making it durable and resistant to damage.
Hailstorm Bow
Weapon (Bow), rare (requires attunement)
The Hailstorm Bow is a remarkable weapon that harnesses the power of a storm, allowing the archer to unleash a tempest of arrows upon their foes. This +2 bow is a force to be reckoned with, capable of creating a hail of arrows with a single action.
Properties:
- Enhanced Precision: The Hailstorm Bow is a +2 bow, providing a +2 bonus to attack and damage rolls when used.
- Hailstorm Ability: As an action, the user can expend a charge from the Hailstorm Bow to create a hail of arrows in a 30-foot diameter. All creatures within the area must make a Dexterity saving throw (DC 15) or take 2d6 piercing damage. On a successful save, the damage is halved. The bow has a total of 3 charges and regains expended charges after a long rest.
- Versatile Use: The Hailstorm Bow functions as a regular +2 bow when not using its hailstorm ability.
- Attunement: The Hailstorm Bow requires attunement. During a short rest, the attuned user must spend 10 minutes focusing on the bow to attune to its magical properties.
Appearance: The Hailstorm Bow is an elegantly crafted bow with ethereal runes that glow softly when the hailstorm ability is activated. The bowstring seems to hum with a faint energy.
Hand of Hidden Blades
Wondrous Item (Prosthetic), rare (requires attunement)
The Hand of Hidden Blades is a cunning prosthetic arm designed for those who prefer a stealthy approach. At the wielder’s command, this extraordinary limb can transform, revealing hidden knife-like blades that extend from the fingertips.
Properties:
- Hidden Blades: As a bonus action, the attuned wielder can command the Hand of Hidden Blades to reveal its concealed knives. The blades extend from the fingertips, providing the user with a set of finesse melee weapons. The hidden blades deal 1d6 piercing damage on a successful melee attack.
- Retractable Blades: The blades can be retracted with another bonus action, returning the hand to its normal appearance.
- Sturdy Construction: The hand is considered a magical prosthetic limb and functions as a normal hand in terms of manipulation. It does not impede the wielder’s ability to use other items or weapons.
- Attunement: The Hand of Hidden Blades requires attunement. During a short rest, the user must spend an hour focusing on the hand to attune to its magical properties.
Appearance: The Hand of Hidden Blades appears as a sleek and unassuming prosthetic hand. When the hidden blades are activated, small panels open along the fingertips, revealing gleaming, razor-sharp blades.
Harmony’s Aegis: The Golden Harp
Sentient Wondrous Item (Harp), legendary (requires attunement)
Harmony’s Aegis, The Golden Harp, is a legendary, sentient musical instrument steeped in magic and ancient melodies. This enchanted harp has a will of its own and bestows its wielder with a harmonious blend of protective and captivating abilities.
Properties:
- Melodic Aura: While attuned to Harmony’s Aegis, the wielder and their allies within 30 feet gain advantage on saving throws against charm effects and resistance to psychic damage.
- Soothing Cadence: The harp can be played to cast the Calm Emotions spell at will, creating an aura of serenity that pacifies hostile intentions.
- Lullaby of Restoration: Once per day, the harp can perform the Lullaby of Restoration. This melodic masterpiece restores hit points to all allies within 60 feet, healing them as if they had completed a short rest.
- Chorus of Defense: When the wielder is in danger, Harmony’s Aegis can activate the Chorus of Defense. This ability grants temporary hit points to the wielder and nearby allies, enhancing their resilience in times of peril.
Personality: Harmony’s Aegis possesses a gentle and nurturing personality, resonating with a motherly wisdom that seeks to protect and uplift. It communicates with its wielder through subtle musical cues, expressing joy, concern, or approval.
Appearance: The Golden Harp is an exquisite instrument, adorned with intricate gold filigree and strings that seem to shimmer with ethereal light. The harp exudes an aura of enchantment, and its presence is both regal and comforting.
Harp of Tideshaper
Wondrous Item (Harp), rare (requires attunement by a creature with musical proficiency)
The Harp of Tideshaper is a beautifully crafted musical instrument with the mystical power to manipulate water, allowing the attuned player to command the ebb and flow of this elemental force.
Properties:
- Aquatic Melodies: The harp has a soothing and entrancing quality to its music. When played, it grants advantage on Charisma (Performance) checks and can captivate aquatic creatures within 60 feet, calming or befriending them.
- Control Water: Once per day, the attuned player can use the harp to cast the Control Water spell. This ability allows the manipulation of water in various ways, such as parting water, redirecting flows, or lowering or raising water levels.
- Tidal Resonance: The harp resonates with the tides, and its wielder gains advantage on saving throws against effects related to water or ice.
Appearance: The Harp of Tideshaper is a masterfully crafted harp with strings of glistening blue, reminiscent of the ocean’s depths. The frame is adorned with aquatic motifs, and the harp emits a faint, rhythmic hum when attuned.
Hat of the Sage
Wondrous Item (Hat), rare
The Hat of the Sage is a magical headpiece that enhances the wearer’s intellect and knowledge, making it an invaluable tool for scholars, wizards, and those who seek wisdom.
Properties:
- Intellectual Augmentation: While wearing the Hat of the Sage, the attuned wearer gains advantage on Intelligence-based ability checks and Intelligence saving throws.
- Languages: The wearer can comprehend and speak an additional language of their choice while wearing the hat. This ability does not grant proficiency in written forms of the language.
- Spell Insight: Once per day, the wearer can use the hat to gain insights into the magical properties of a spell. By focusing on a spell for 1 minute, the wearer can determine the school of magic to which the spell belongs.
- Knowledge Focus: The wearer has advantage on Intelligence (Arcana), Intelligence (History), and Intelligence (Nature) skill checks.
- Attunement: The Hat of the Sage requires attunement. During a short rest, the wearer must spend an hour focusing on the hat to attune to its magical properties.
Appearance: The Hat of the Sage is a stylish and elegant hat with a wide brim, often adorned with arcane symbols or motifs associated with wisdom and knowledge.
High King’s Crown
Wondrous Item (Crown), legendary (requires attunement)
The High King’s Crown is a legendary and regal artifact, said to embody the charisma and enchantment of the first, last, and only High King, Faolan the Mad. This crown bestows upon its wearer the legendary charm associated with the enigmatic ruler.
Properties:
- Faolan’s Charm: While wearing the High King’s Crown, the attuned wearer gains advantage on all Charisma-based checks and saving throws. Additionally, the wearer exudes an aura of regal authority, making it easier to command and influence others.
- Majestic Presence: Once per day, the wearer can activate the crown’s power to cast Mass Suggestion, compelling a group of creatures to follow a course of action suggested by the wearer. The DC for the saving throw is 18.
- Eternal Sovereignty: The High King’s Crown adjusts its appearance to suit the regalia and symbols associated with the wearer’s title and lineage. While attuned, the wearer gains proficiency in the Persuasion skill if they didn’t already have it.
Appearance: The High King’s Crown is a magnificent and ornate circlet crafted from precious metals and adorned with gemstones of unparalleled beauty. The crown’s design adapts to reflect the heraldry and symbols of the wearer’s royal lineage, exuding an aura of authority and majesty.
High King’s Plate
Armor (Plate), legendary (requires attunement)
High King’s Plate is a legendary suit of plate armor worn by Faolan the Mad, the first, last, and only High King of the fey. Crafted with ancient magic and bearing the regal symbols of Faolan’s rule, this armor is a symbol of otherworldly power.
Properties:
- Regal Protection: High King’s Plate provides exceptional protection, granting the wearer an AC of 20. It imposes no disadvantage on Dexterity (Stealth) checks, allowing the wearer to move with silent grace.
- Fey Resilience: The armor grants advantage on saving throws against spells and magical effects. Additionally, the wearer is immune to being charmed.
- Majestic Presence: The wearer gains advantage on Charisma (Persuasion) checks and can use Charisma instead of Strength for checks related to intimidation while wearing the High King’s Plate.
- Attunement: The High King’s Plate requires attunement by a creature of fey ancestry or a ruler chosen by the fey courts. During a long rest, the attunement process involves communing with the fey realm and pledging allegiance to the ideals of Faolan the Mad.
Appearance: High King’s Plate is a resplendent masterpiece adorned with fey symbols, intricate patterns, and an ethereal glow. It radiates an aura of regality and ancient power.
Horn of Autumn
Wondrous Item (Horn), very rare (requires attunement)
The Horn of Autumn is an ancient and mystical artifact associated with the enigmatic Wild Hunt, embodying the essence of the changing seasons and the power of nature’s transition.
Properties:
- Autumnal Call: When blown, the Horn of Autumn produces a haunting, melodic sound that echoes through the surrounding area. This call has the power to attract and commune with creatures associated with autumn and the Wild Hunt, such as spectral beasts, fey, or even the elusive riders of the hunt.
- Seasonal Transformation: Once per day, the attuned wielder can invoke the essence of autumn, causing the immediate area to undergo a brief transformation. Leaves fall gently from invisible branches, creating an ephemeral autumnal landscape. During this transformation, creatures within the area gain temporary hit points, and the wielder gains advantage on Wisdom (Survival) checks and Charisma (Persuasion) checks against fey creatures.
- Hunter’s Resilience: While attuned to the Horn of Autumn, the wielder gains resistance to cold damage and has advantage on saving throws against being frightened.
Appearance: The Horn of Autumn is a gracefully curved horn, crafted from the antler of a legendary creature. Its surface is adorned with intricate engravings depicting scenes of the Wild Hunt and the changing of seasons.
Huntsman’s Axe
Weapon (Battleaxe), uncommon (requires attunement)
The Huntsman’s Axe is a finely crafted battleaxe designed for those who specialize in hunting and tracking the untamed creatures of the wild. Infused with a magical essence, this weapon is particularly effective against beasts.
Properties:
- Beast Slayer: The Huntsman’s Axe is a +1 weapon, providing a +1 bonus to attack and damage rolls.
- Savage Strikes: The axe deals an additional 1d4 damage against creatures of the beast type. This bonus damage is applied to both slashing and piercing damage dealt by the axe.
- Keen Tracker: While attuned to the Huntsman’s Axe, the wielder gains advantage on Wisdom (Survival) checks made to track beasts.
Appearance: The Huntsman’s Axe has a rugged and utilitarian design, with a sturdy wooden handle and a well-crafted iron head. Engravings of predatory animals adorn the blade, showcasing the weapon’s affinity for hunting.
Leash of Guardian’s Bond:
This enchanted collar, an improved version of the one created by Agatha
- Invisible Leash: A bracelet, when worn by a member of the party, forms an invisible, intangible, and unbreakable leash between the wearer and Talia. This feature allows the party to keep track of Talia’s movements and ensures she remains close during their adventures.
- Size Alteration: The collar can magically shrink Talia down to a more manageable size, making her less conspicuous and more adaptable to various environments.
- Disguise and Transformation: Once per day, the collar can cast either the disguise self or polymorph spell on Talia. This provides additional versatility, allowing the party to temporarily alter Talia’s appearance for situations that require discretion or when a different form might be advantageous.
Living Arrows
Ammunition (Arrows), very rare
Living Arrows are magical projectiles that exhibit a semblance of sentience. These +3 arrows not only seek out their target with enhanced precision but also allow the archer to redirect their flight mid-course, granting unparalleled control over each shot.
Properties:
- Enhanced Accuracy: Living Arrows are +3 magical arrows, providing a +3 bonus to attack and damage rolls when used.
- Guided Flight: Once per shot, the archer can mentally redirect the flight path of the Living Arrow after it is fired. The archer must have a clear line of sight to the target, and the arrow can make up to a 90-degree turn in any direction. This ability can be used to adjust the arrow’s trajectory to avoid obstacles or pursue a moving target.
- Limited Usage: Living Arrows have a limited reservoir of magical energy for their guided flight ability. The archer can use this ability a number of times equal to their proficiency bonus, and the spent uses are regained after a long rest.
Appearance: Living Arrows are crafted with exquisite precision, featuring sleek designs and enchanting motifs. Runes or sigils associated with air or motion may be etched onto the shaft, glowing faintly when the guided flight ability is activated.
Loudwood Speaking Trumpet
Wondrous Item, uncommon
The Loudwood Speaking Trumpet is a specialized instrument crafted from the unique Loudwood, a rare material known for its ability to amplify sound. This trumpet allows its user to project their voice over remarkable distances with exceptional clarity.
Properties:
- Amplified Voice: When speaking through the Loudwood Speaking Trumpet, the user’s voice is magically enhanced and projected with extraordinary clarity. The sound can be heard clearly up to 2 miles away, making it an invaluable tool for communication over long distances.
- Directional Focus: The trumpet can be aimed in a specific direction to focus the amplified sound, making it useful for signaling or addressing specific individuals within the range.
- Compact Design: Despite its powerful capabilities, the Loudwood Speaking Trumpet is crafted to be lightweight and easily portable. It can be collapsed for convenient storage and transportation.
Appearance: The Loudwood Speaking Trumpet has a polished wooden exterior made from the rare Loudwood. It features intricate carvings and runes along its length, highlighting the magical nature of its sound-amplifying properties.
Memory Bottles
Wondrous Item, varying rarities (Common, Uncommon, Rare, Very Rare, Legendary)
Memory Bottles are enchanted vessels that allow individuals to store and manipulate memories. These bottles come in different rarities, each dictating the extent of their memory-capturing capabilities.
Properties:
- Memory Capture: To use a Memory Bottle, the user holds the unstoppered bottle and concentrates on the memory they wish to store. After focusing on the memory, it is magically transferred into the bottle. The user then forgets the stored memory.
- Memory Theft: In the case of using the bottle to steal memories, the process is more complex. The user must stopper the bottle after capturing a memory from the target. The target forgets the stolen memory, and it is stored within the bottle.
- Rarities: Memory Bottles come in various rarities, each with different limitations and capabilities:
- Common: Can capture memories lasting at most one hour.
- Uncommon: Can capture memories lasting up to a day.
- Rare: Can capture memories spanning a week.
- Very Rare: Can capture all the memories of the life of a mortal.
- Legendary: Can capture all the memories of an immortal being.
- Limited Uses: Each Memory Bottle can hold a limited number of memories, determined by its rarity. Once the bottle reaches its capacity, it must be emptied before capturing additional memories.
Appearance: Memory Bottles share a similar physical design, featuring a translucent container made from enchanted glass. The color of the glass varies based on the rarity of the bottle, with legendary bottles often having an ethereal, ever-shifting hue.
Memory Stone
Wondrous Item, uncommon
The Memory Stone is a simple yet enchanting device designed to aid individuals in preserving and recalling specific memories. This magical stone allows the user to store a single memory, ensuring that it remains vivid and easily accessible whenever needed.
Properties:
- Memory Storage: The Memory Stone can store a single memory of the user’s choice. This memory can be an image, a sound, a feeling, or any combination thereof.
- Activation: To store a memory, the user places the Memory Stone on their forehead and concentrates on the specific memory they wish to preserve. The process takes a few moments, and the memory is then magically imprinted onto the stone.
- Recollection: To recall the stored memory, the user simply places the Memory Stone on their forehead and focuses on the memory. The memory floods back, allowing the user to relive and experience it as if it were happening again.
- Single Use: Once a memory is stored on the Memory Stone, it cannot be replaced or overwritten. The stone remains attuned to that specific memory.
Appearance: The Memory Stone is a smooth, polished gem, often infused with a soft, ethereal glow. Its size can vary, with some stones small enough to be worn as a pendant or carried in a pocket, while others might be larger and more prominently displayed.
Message Box
Wondrous Item, uncommon
The Message Box is a simple yet enchanting device designed to store and preserve spoken messages for future retrieval. This magical box allows individuals to capture a single message and then replay it at their convenience.
Properties:
- Message Storage: The Message Box can store a single spoken message. To use, the user speaks the desired message while holding the box. The box magically captures and preserves the spoken words.
- Replay: To replay the stored message, the user simply opens the box, triggering the enchantment. The captured message plays audibly, allowing the user to hear the spoken words as if they were freshly spoken.
- Single Use: The Message Box can store only one message at a time. Once a new message is spoken and captured, the previous message is replaced.
Appearance: The Message Box is a small, elegantly crafted container made from fine wood or metal. It may be adorned with intricate carvings or runes, signifying its enchanted\
Mirrors of Communion
Wondrous Item, Rare
The Mirrors of Communion are enchanted mirrors that enable two-way face-to-face communication between individuals who possess any mirror of the set. Crafted by skilled artificers and infused with magical energies, these mirrors serve as a means of instant and secure communication.
- Universal Communication: Each mirror of the Mirrors of Communion is magically attuned to all other mirrors of its kind. This universal connection allows seamless communication with any individual holding another mirror of the set.
- Two-Way Vision: When communication is initiated, the mirrors come to life with a soft, ethereal glow. The individuals holding the mirrors can see and hear each other as if they were in the same room, fostering a sense of direct and personal interaction.
- Distanceless Connection: The Mirrors of Communion transcend physical distance, allowing communication regardless of how far apart the individuals are located. This makes them invaluable for maintaining contact over long distances or even between different planes of existence.
- Secure Communication: The communication facilitated by the Mirrors of Communion is magically secure. Attempts to eavesdrop or intercept the communication are thwarted by the enchantments on the mirrors, ensuring a private and confidential exchange.
- Mirror Attunement: To establish a connection, each mirror must be attuned to the individual intending to communicate. Attunement involves a simple ritual during which the user speaks their name into the mirror. Once attuned, the mirror remains connected to all other mirrors of the set.
- Limitations: While the Mirrors of Communion offer convenient communication, they are not omniscient. The wielders must have prior knowledge of each other’s existence, and the mirrors cannot connect to individuals without their consent.
Properties:
Orb of Divination:
Wondrous Item, Rare
The orb is crafted from a rare and flawless glass that holds a mesmerizing clarity that fits comfortably in the palm of one’s hand. Three times per day the orb allows its user to cast the “Divination” spell. The answer to the user’s question magically appears as text within the glass orb. The answer cannot appear longer than 20 words.
The Pact Bearer’s Sting
Weapon (Finesse), rare (requires attunement by a warlock)
The Pact Bearer’s Sting is a weapon forged through a dark pact with otherworldly forces, designed exclusively for warlocks who draw power from mysterious patrons. This +1 finesse weapon serves as a conduit for the warlock’s eldritch energies, allowing them to unleash additional necrotic power.
Properties:
- Weapon Type: The Pact Bearer’s Sting can be any finesse melee weapon that can be held in one hand, such as a dagger or a rapier.
- Enhancement: The weapon is enchanted to be a +1 weapon, providing a +1 bonus to attack and damage rolls made with it.
- Necrotic Infusion: As an action, the attuned warlock can choose to sacrifice one of their spell slots to infuse the weapon with eldritch energy. The next successful attack made with the weapon deals an additional 2d6 necrotic damage to the target.
- Attunement: The Pact Bearer’s Sting requires attunement by a warlock. During a short rest, the warlock must spend an hour focusing on the weapon to attune to its eldritch properties.
Appearance: The Pact Bearer’s Sting bears the mark of its otherworldly origins. The weapon might have an obsidian blade, a hilt adorned with ominous symbols, or other features that signify its connection to dark, supernatural forces.
Pipes of the Fey
Wondrous Item (Instrument), rare (requires attunement by a bard)
The Pipes of the Fey are a magical musical instrument crafted to resonate with the mystical energies of the Feywild. When played by a skilled bard, these pipes have the enchanting ability to charm fey creatures and draw them into a state of captivation.
Properties:
- Charming Melody: While attuned to the Pipes of the Fey, the bard gains proficiency with Charisma (Performance) checks made while playing the pipes.
- Fey Enchantment: When the Pipes of the Fey are played, fey creatures within 30 feet of the musician that can hear the melody must make a Wisdom saving throw (DC 15) or become charmed for as long as the pipes are played and for 1 minute afterward. A fey creature that succeeds on the saving throw is immune to the enchantment for 24 hours.
- Enchanted Melodies: The bard can use the pipes to cast the spell Calm Emotions once per day without expending a spell slot. The spell affects fey creatures within 30 feet who can hear the music.
- Attunement: The Pipes of the Fey require attunement by a bard. During a short rest, the bard must spend an hour practicing and attuning to the magical properties of the instrument.
Appearance: The Pipes of the Fey are crafted from fine materials such as silver and adorned with fey motifs. When played, the pipes emit an ethereal, enchanting sound that resonates with the magic of the Feywild.
Potion of the Beast
Potion, rare
The Potion of the Beast is a concoction that bestows upon the drinker the physical attributes and instincts of a beast, allowing them to experience the world through the senses and abilities of a creature from the animal kingdom. However, the transformative effects come with the challenge of maintaining control over one’s actions.
Properties:
- Beast Transformation: Upon consuming the Potion of the Beast, the drinker undergoes a magical transformation, adopting the physical form and instincts of a beast of the user’s choice. The user can choose the specific type of beast they wish to transform into, such as a wolf, bear, or eagle.
- Duration: The transformative effects last for 1 day, during which the user experiences heightened senses, enhanced physical abilities, and the instincts associated with the chosen beast.
- Control Check: The taker of the potion must make a difficult Intelligence check (DC 15) to retain control over their actions while in beast form. Failure results in the temporary loss of control, allowing the instincts of the beast to take over for the duration.
- Reversion: At the end of the potion’s duration, the user reverts to their original form. The memories and experiences gained during the beast transformation remain, providing a unique perspective on the world.
Appearance: The Potion of the Beast is a vibrant liquid with a shimmering, animalistic hue that corresponds to the type of beast the potion is designed to transform the drinker into.
Redhat’s Cutter
Weapon (Halberd or Poleaxe), rare (requires attunement)
Redhat’s Cutter is a menacing polearm crafted for those who revel in the chaos of battle. Infused with dark magic, this weapon gains strength as it is bathed in the blood of adversaries.
Properties:
- Bloodlust: Redhat’s Cutter is a +2 weapon, providing a +2 bonus to attack and damage rolls made with it.
- Sanguine Empowerment: Whenever Redhat’s Cutter deals damage to a creature, it absorbs the blood, gaining a charge of Sanguine Empowerment. For each charge, the weapon deals an additional 1d6 necrotic damage on a successful hit.
- Bloody Reap: As a bonus action, the attuned wielder can expend all accumulated charges of Sanguine Empowerment to unleash a devastating strike. For each charge expended, the next attack with Redhat’s Cutter deals an additional 1d8 necrotic damage.
- Bloodthirsty: Redhat’s Cutter requires attunement. To attune to the weapon, the wielder must spill their blood onto the blade during a short rest, forming a pact with the weapon.
Appearance: Redhat’s Cutter is a menacing halberd or poleaxe with a wickedly sharp blade, adorned with sinister runes that seem to pulse with dark energy. When soaked in blood, the runes glow a deep, ominous red.
Potion of Eternal Slumber
Potion, rare
The Potion of Eternal Slumber is a mysterious elixir with the power to induce a deep and unending sleep. Those who consume this potion fall into a magical slumber that can only be broken by the touch of true love.
Properties:
- Sleep’s Embrace: When imbibed, the potion places the drinker into a profound and unending slumber. The individual appears to be in a state of peaceful rest, unaffected by the passage of time or external disturbances.
- True Love’s Awakening: The only means to awaken someone under the effects of the Potion of Eternal Slumber is through the touch of true love. A kiss bestowed with genuine and selfless affection has the power to break the enchantment and rouse the sleeper from their eternal rest.
Appearance: The Potion of Eternal Slumber is a liquid with a subtle, iridescent glow. Its color varies between shades of deep blue, reminiscent of a tranquil night sky.
Ring of the Hearth
Ring, uncommon (requires attunement)
The Ring of the Hearth is a magical ring imbued with the essence of comfort and familiarity. It provides the attuned user with the ability to teleport to the place they consider home, offering a respite and a sense of belonging.
Properties:
- Teleportation: Once per day, as an action, the attuned user can activate the Ring of the Hearth to teleport to the place they consider home. The teleportation is instantaneous and safe, bringing the user to a location that holds special significance in their heart.
- Connection to Home: The ring is attuned to the emotional bond the user has with their home. The definition of “home” is personal and subjective, allowing the user to choose the place that holds the most sentimental value.
- Daily Usage: The teleportation ability of the Ring of the Hearth can be used once per day. Additional attempts within the same day will not trigger the teleportation.
- Attunement: The Ring of the Hearth requires attunement. During a short rest, the user must spend an hour focusing on the ring to attune to its magical properties.
Appearance: The Ring of the Hearth has a simple yet elegant design, featuring a band made from precious metal and a gemstone that radiates a warm, comforting glow when the teleportation ability is activated.
Rod of the High King
Rod, legendary (requires attunement by a fey creature or a ruler chosen by the fey courts)
The Rod of the High King is the legendary scepter wielded by Faolan the Mad, the first, last, and only High King of the fey. Crafted with ancient magic and attuned to the whims of the Feywild, this rod grants its wielder the authority of a ruler and the unpredictable power that Faolan once held.
Properties:
- Feywild Connection: While attuned to the Rod of the High King, the wielder gains advantage on Charisma checks and saving throws when interacting with fey creatures.
- Fey Sovereignty: The wielder can use an action to cast Dominate Monster (using a 9th-level spell slot), targeting a fey creature. The rod has 3 charges and regains expended charges at dawn.
- Courtly Aura: The wielder can use an action to create an aura of fey magic that extends in a 30-foot radius. Creatures of the wielder’s choice within the aura have disadvantage on saving throws against charm effects. The aura lasts for 1 minute and can be used once per long rest.
- Feywild Gateway: The wielder can use an action to open a temporary gateway to the Feywild. This gateway functions as the Blink spell, allowing the wielder to phase in and out of the material plane for a duration of 1 minute. This ability can be used once per long rest.
- Attunement: The Rod of the High King requires attunement by a fey creature or a ruler chosen by the fey courts. During a short rest, the wielder must spend 1 hour focusing on the rod to attune to its magical properties.
Appearance: The Rod of the High King is an ornate scepter made of feywood adorned with intricate carvings representing the cycles of nature, fey creatures, and symbols of rulership. It exudes an otherworldly radiance, reflecting its connection to the Feywild.
Rooted Sandals
Wondrous Item (Footwear), uncommon
Rooted Sandals are enchanted footwear that allows the wearer to anchor themselves to the ground temporarily, providing immunity to any force that would attempt to displace them.
Properties:
- Rooted Stance: As an action, the wearer can activate the Rooted Sandals, becoming rooted in place for one turn. While rooted, the wearer cannot be forcibly moved by any ability or effect, including spells or abilities that would cause forced movement or teleportation.
- Immobilization Immunity: The Rooted Sandals do not prevent the wearer from taking other actions or reactions while in a rooted stance, but they are immune to any effect that would move or displace them during that turn.
- Limited Usage: The Rooted Sandals can be used once per short or long rest. After each short or long rest, the sandals regain their magical properties.
Appearance: The Rooted Sandals appear as ordinary sandals with subtle, nature-inspired motifs. When activated, small, ethereal roots may briefly emerge from the ground around the wearer.
Rosethorn Longsword
Weapon (Longsword), rare (requires attunement)
The Rosethorn Longsword is a beautifully crafted weapon, adorned with delicate rosevine motifs and imbued with the ability to cause grievous wounds that linger.
Properties:
- Enchanted Edge: The Rosethorn Longsword is a +1 longsword, providing a +1 bonus to attack and damage rolls.
- Finesse: The longsword has the finesse property, allowing the wielder to use their Dexterity modifier instead of Strength for attack and damage rolls.
- Bleeding Strike: On a critical hit with the Rosethorn Longsword, the target begins to bleed profusely. At the start of each of the target’s turns, it takes an additional 1d4 slashing damage from the bleeding effect. The bleeding can be stopped by a successful DC 15 Wisdom (Medicine) check or any magical healing.
Appearance: The Rosethorn Longsword is an exquisite weapon with a slender blade, featuring enchanting rosevine patterns along its length. The handguard is crafted to resemble interwoven rose vines, culminating in a silver rose at the hilt
Siren’s Necklace
Wondrous Item (Necklace), rare (requires attunement)
The Siren’s Necklace is an enchanting accessory with a sea-themed design, imbued with the captivating essence of sirens. When worn, it enhances the user’s singing ability to mesmerizing levels, charming those who hear the enchanting melody.
Properties:
- Enchanting Voice: While attuned to the Siren’s Necklace, the user gains proficiency in the Performance skill if they don’t already have it. Additionally, their singing voice becomes exceptionally beautiful and alluring.
- Charming Melody: The user can use an action to start singing a captivating melody. Any creature that hears the singing within 60 feet of the user and can understand the language they are singing in must make a Wisdom saving throw (DC 15) or be charmed for one hour. A creature that succeeds on the saving throw is immune to the Siren’s Necklace’s charm for 24 hours.
- Limited Uses: The Siren’s Necklace can be used to produce its charming melody three times per day. The necklace regains expended uses at dawn.
Appearance: The Siren’s Necklace is an elegantly crafted piece, featuring a sea-themed pendant made of precious materials such as aquamarine, mother-of-pearl, or coral. The pendant may take the form of a seashell, a wave, or a stylized representation of a siren.
Shield of Blinding
Armor (Shield), rare (requires attunement)
The Shield of Blinding is an enchanted shield that not only provides exceptional defensive capabilities but also harnesses the power of blinding light to thwart attackers.
Properties:
- Defensive Bonus: The Shield of Blinding grants a +1 bonus to the user’s Armor Class when wielded.
- Blinding Block: On a successful block with the Shield of Blinding, the shield produces a blinding flash of light. The attacker is blinded for 2 turns (rounds) unless they succeed on a DC 14 Constitution saving throw.
- Blinding Light (Once per Day): As an action, the attuned wielder can unleash a powerful cone of blinding light in a 30-foot cone. All creatures in the area must make a DC 14 Constitution saving throw or be blinded for 3 turns. This ability can be used once per day.
- Attunement: The Shield of Blinding requires attunement. During a short rest, the user must spend an hour focusing on the shield to attune to its magical properties.
Appearance: The Shield of Blinding is a sturdy, polished shield adorned with radiant motifs. When activated, the shield’s surface emits a brilliant glow, signaling the imminent release of blinding light.
Spellsheild Glove
Wondrous Item (Gloves), uncommon (requires attunement)
The Spellsheild Glove is a magical accessory designed to provide its wearer with a measure of protection against incoming spells. When activated, it projects a shield that can block magical attacks. The glove has a limited number of charges that replenish daily at dawn.
Properties:
- Spell Shield: As a reaction, when the attuned wielder is targeted by a spell that requires a ranged spell attack or allows a Dexterity saving throw, they can activate the Spellsheild Glove to project a protective shield. The wielder gains a +2 bonus to their AC against the triggering spell. This bonus applies to the spell’s attack roll or the wielder’s saving throw.
- Charges: The Spellsheild Glove has 3 charges. The wielder can expend a charge each time they use the Spell Shield ability. The glove regains all expended charges at dawn.
- Sturdy Construction: The glove is considered a magical accessory and does not hinder the wielder’s ability to use other items or weapons.
- Attunement: The Spellsheild Glove requires attunement. During a short rest, the user must spend an hour focusing on the glove to attune to its magical properties.
Appearance: The Spellsheild Glove has a sleek and minimalist design, with embedded runes that activate when the spell shield is deployed. When the shield is active, a shimmering barrier appears around the wielder’s hand.
Staff of the Fey
Staff, very rare (requires attunement by a spellcaster)
The Staff of the Fey is a magical conduit that channels the essence of the Feywild, allowing the wielder to cast enchantment and illusion spells with an inherent connection to the mystical realm of the fey.
Properties:
- Spellcasting Focus: The Staff of the Fey can be used as a spellcasting focus for any spells cast by the wielder.
- Enchantment and Illusion Spells: The staff has 7 charges. While attuned to the staff, the wielder can use an action to expend charges and cast the following spells (using the wielder’s spell save DC and spell attack bonus):
- Charm Person (1 charge)
- Crown of Madness (2 charges)
- Major Image (2 charges)
- Dominate Person (5 charges)
- Mislead (4 charges)
- Fey Step: Once per long rest, the wielder can use an action to cast Misty Step without expending a spell slot.
- Recharging: The staff regains 1d6 + 1 expended charges daily at dawn.
- Attunement: The Staff of the Fey requires attunement by a spellcaster. During a short rest, the wielder must spend 1 hour focusing on the staff to attune to its magical properties.
Appearance: The Staff of the Fey is an intricately carved staff made from a combination of enchanted wood and fey-touched materials. It is adorned with fey motifs, including delicate leaves, ethereal spirals, and symbols representing the changing seasons.
Staff of the Winter Court
Staff, very rare (requires attunement by a creature with spellcasting ability)
The Staff of the Winter Court is a formidable magical instrument associated with the frigid majesty of the winter season. Crafted by the Fae of the Winter Court, this staff holds power over ice and frost, allowing its wielder to command the chilling forces of winter.
Properties:
- Frostborne Mastery: The staff grants the wielder the ability to cast Ray of Frost and Ice Knife at will, using the wielder’s spellcasting ability.
- Winter’s Embrace: Once per day, the staff can unleash a burst of wintry magic in a 20-foot radius. This ability creates difficult terrain as ice forms on the ground, and creatures within the area must succeed on a Constitution saving throw (DC 17) or take cold damage and be restrained by frost for one minute.
- Blizzard’s Call: The staff has three charges that can be used to cast Cone of Cold or Sleet Storm at varying levels of potency. The charges replenish at dawn.
- Court of Eternal Frost: While attuned to the staff, the wielder gains resistance to cold damage and has advantage on saving throws against being paralyzed or restrained.
Appearance: The Staff of the Winter Court is a majestic rod crafted from enchanted ice-blue wood adorned with frost-tinged silver filigree. The crown of the staff is fashioned in the likeness of an intricate snowflake, pulsating softly with an inner glow.
Starshine Lantern
Wondrous Item (Bullseye Lantern), uncommon
The Starshine Lantern is a magical bullseye lantern that emanates an unending and exceptionally bright light. Crafted to defy the limitations of mundane lanterns, the Starshine Lantern is a valuable tool for adventurers seeking persistent illumination in the darkest corners of the world.
Properties:
- Ever-Glowing Light: The Starshine Lantern does not require fuel and produces a steady, unending light that extends in a 60-foot cone and dim light for an additional 60 feet beyond that. The light emitted is exceptionally bright, equivalent to bright sunlight.
- Adjustable Focus: The lantern can be adjusted to narrow the cone of light or widen it, providing versatility in various situations. The user can manipulate the lantern to focus the light in a specific direction or spread it out for broader coverage.
- Uncommon Radiance: The Starshine Lantern is enchanted to produce a soft, soothing glow that does not cause discomfort to those in its vicinity. The light it emits resembles the gentle radiance of starlight.
Appearance: The Starshine Lantern has an elegant design, featuring a polished metal exterior adorned with celestial motifs. The glass panel of the lantern showcases a swirling, otherworldly light that mimics the night sky’s brilliance.
The High King’s Mantle
Wondrous Item (Cloak), legendary (requires attunement)
The High King’s Mantle is a legendary cloak worn by the enigmatic and eccentric High King of the Fey, Faolan the Mad. Crafted from the ethereal threads of the Feywild itself, this cloak bestows upon its wearer the charm and charisma that made Faolan a legendary figure.
Properties:
- Faolan’s Silver Tongue: While wearing The High King’s Mantle, the attuned wearer gains proficiency in Persuasion and Deception skills. In addition, they have advantage on Charisma (Persuasion) and Charisma (Deception) ability checks.
- Feywild Connection: The cloak allows the wearer to cast the spell Misty Step once per long rest without expending a spell slot. When activated, the wearer is surrounded by an otherworldly mist as they teleport up to 30 feet to an unoccupied space they can see.
- Illusory Aura: The wearer gains advantage on saving throws against being charmed or frightened.
- Regal Presence: The presence of The High King’s Mantle commands respect. The wearer has advantage on Charisma (Intimidation) checks when attempting to assert authority or dominance.
- Attunement: The High King’s Mantle requires attunement. During a long rest, the wearer must spend an hour focusing on the mantle to attune to its legendary properties.
Appearance: The High King’s Mantle is an ethereal and shimmering cloak that seems to shift in color and form, reflecting the ever-changing nature of the Feywild. It is adorned with intricate fey patterns and symbols that seem to dance along its surface.
The Pact Bearer’s Sting
Weapon (Finesse), rare (requires attunement by a warlock)
The Pact Bearer’s Sting is a weapon forged through a dark pact with otherworldly forces, designed exclusively for warlocks who draw power from mysterious patrons. This +1 finesse weapon serves as a conduit for the warlock’s eldritch energies, allowing them to unleash additional necrotic power.
Properties:
- Weapon Type: The Pact Bearer’s Sting can be any finesse melee weapon that can be held in one hand, such as a dagger or a rapier.
- Enhancement: The weapon is enchanted to be a +1 weapon, providing a +1 bonus to attack and damage rolls made with it.
- Necrotic Infusion: As an action, the attuned warlock can choose to sacrifice one of their spell slots to infuse the weapon with eldritch energy. The next successful attack made with the weapon deals an additional 2d6 necrotic damage to the target.
- Attunement: The Pact Bearer’s Sting requires attunement by a warlock. During a short rest, the warlock must spend an hour focusing on the weapon to attune to its eldritch properties.
Appearance: The Pact Bearer’s Sting bears the mark of its otherworldly origins. The weapon might have an obsidian blade, a hilt adorned with ominous symbols, or other features that signify its connection to dark, supernatural forces.
Thunderclap Arm
Wondrous Item (Prosthetic), rare (requires attunement)
This intricately crafted prosthetic arm is constructed from enchanted wood, resonating with the power of thunder. The Thunderclap Arm grants its wielder the ability to unleash a powerful shockwave by clapping their hands together.
Properties:
- Thunderous Clap: As an action, the attuned wielder can clap their hands together, releasing a shockwave in a 15-foot cone originating from the arm. Creatures in the area must make a DC 14 Constitution saving throw, taking 2d8 thunder damage on a failed save, and half as much on a successful one. The damage increases to 3d8 at 11th level and 4d8 at 17th level.
- Limited Usage: The Thunderclap Arm can be used three times per day. At dawn, the arm regains all expended uses.
- Sturdy Construction: The arm is considered a magical prosthetic limb and functions as a normal hand in terms of manipulation. It does not impede the wielder’s ability to use other items or weapons.
- Attunement: The Thunderclap Arm requires attunement. During a short rest, the user must spend an hour focusing on the arm to attune to its magical properties.
Appearance: The Thunderclap Arm is a work of art, intricately carved with patterns that resemble thunderclouds. It emits a faint, ominous hum when its power is about to be unleashed.
Timepiece of Returning
Wondrous Item (Timepiece), very rare (requires attunement)
The Timepiece of Returning is a rare and coveted magical watch crafted with exquisite precision by Master Thistledown, a renowned artisan known for the creation of extraordinary timepieces. Only two of these watches are produced per year, making them highly sought after by those who value both time and the art of teleportation.
Properties:
- Activation: As an action, the attuned user can sketch a specific pattern on the ground and activate the Timepiece of Returning. When activated, the user sets a timer that can last up to 3 days.
- Teleportation: When the timer runs out, the user and up to four designated individuals return to the exact spot where the watch was initially activated. The teleportation is instantaneous and occurs regardless of the distance between the starting point and the current location.
- Weekly Usage: The Timepiece of Returning can only be used to activate this teleportation power once per week. Additional attempts within the same week will not trigger the teleportation.
- Attunement: The Timepiece of Returning requires attunement. During a short rest, the user must spend an hour focusing on the watch to attune to its magical properties.
Appearance: The Timepiece of Returning is an intricately designed pocket watch with delicate engravings, a shimmering face, and a chain that attaches securely to the user’s attire. The watch emits a soft, pulsating glow when activated.
Tornado Gi
Wondrous Item (Clothing), rare (requires attunement)
The Tornado Gi is a special martial arts gi that harnesses the power of the wind, enhancing the wearer’s speed and imbuing their strikes with the force of a tempest.
Properties:
- Wind’s Swiftness: While attuned to the Tornado Gi, the wearer gains a +10-foot bonus to their base walking speed. This increase reflects the enhanced agility and speed granted by the swirling currents of the wind.
- Gust Infusion: The wearer’s unarmed strikes and melee weapon attacks are infused with the power of the wind. Each successful unarmed strike or melee weapon attack deals an additional 1d6 force damage.
- Versatile Attire: The Tornado Gi functions as comfortable clothing, allowing the wearer to benefit from its properties even during non-combat situations.
- Attunement: The Tornado Gi requires attunement. During a short rest, the wearer must spend 10 minutes focusing on the gi to attune to its magical properties.
Appearance: The Tornado Gi is a lightweight and flowing martial arts outfit adorned with swirling patterns reminiscent of wind currents. When the wearer moves, the gi seems to ripple and dance as if caught in an unseen breeze.
Verdant Armor
Armor (Any), rare (requires attunement)
Verdant Armor is a set of magical armor that draws its power from the essence of nature. Crafted by skilled artisans in tune with the natural world, this armor provides protection while also enhancing the wearer’s connection to the environment.
Properties:
- Nature’s Resilience: While attuned to Verdant Armor, the wearer gains resistance to poison damage and advantage on saving throws against being poisoned.
- Camouflage: The armor is imbued with nature’s magic, allowing the wearer to blend seamlessly into natural surroundings. When the wearer remains motionless in a natural environment, they have advantage on Dexterity (Stealth) checks to hide.
- Regrowth: Once per day, as a reaction when the wearer takes damage, the Verdant Armor can absorb the vitality of nearby plants to regain hit points equal to 1d6 + the wearer’s Constitution modifier.
- Nature’s Blessing: The wearer gains advantage on Wisdom (Survival) checks to navigate and track in natural environments.
- Attunement: Verdant Armor requires attunement. During a short rest, the wearer must spend an hour communing with nature while wearing the armor to attune to its magical properties.
Appearance: Verdant Armor is crafted from supple materials such as enchanted leather or woven vines, adorned with subtle patterns resembling leaves and vines. The armor is designed to evoke the essence of the natural world.
Vice Grip Hand
Wondrous Item (Prosthetic), uncommon (requires attunement)
This prosthetic hand is a marvel of engineering, crafted from resilient materials and enchanted to provide an unyielding grip on whatever it holds. The Vice Grip Hand is designed to prevent its user from being forcibly disarmed in the heat of battle.
Properties:
- Unyielding Grasp: The Vice Grip Hand grants advantage on saving throws and ability checks made to resist being disarmed or having an object forcibly removed from the hand. Additionally, the hand provides advantage on Strength (Athletics) checks to maintain a hold on a grappled creature or object.
- Sturdy Construction: The hand is considered a magical prosthetic limb and functions as a normal hand in terms of manipulation. It does not impede the wielder’s ability to use other items or weapons.
- Attunement: The Vice Grip Hand requires attunement. During a short rest, the user must spend an hour focusing on the hand to attune to its magical properties.
Appearance: The Vice Grip Hand is a sleek and metallic prosthetic, adorned with intricate patterns resembling interlocking gears. When activated, the hand emits a faint humming sound as it readies itself to resist any attempt to force the wielder to release its grip.
Wand of Spring
Wand, very rare (requires attunement)
The Wand of Spring is an exquisite magical wand that harnesses the vibrant energies of the season of renewal, bringing forth the essence of spring and the flourishing of life.
Properties:
- Blossoming Magic: The Wand of Spring allows the wielder to cast the Druidcraft cantrip at will, allowing them to create small, non-magical effects related to spring, such as blooming flowers, falling petals, or a gentle breeze.
- Verdant Surge: Once per day, the attuned wielder can channel the wand’s power to cast Entangle, creating a burst of vibrant foliage that entwines and restrains creatures in a designated area.
- Revitalizing Touch: The wand can be used to cast Cure Wounds once per day, allowing the wielder to harness the healing energies of spring to mend wounds and restore vitality.
- Seasonal Affinity: While attuned to the Wand of Spring, the wielder gains advantage on Charisma (Persuasion) checks when interacting with fey creatures and creatures associated with nature.
Appearance: The Wand of Spring is a slender wand crafted from enchanted wood, adorned with intricate carvings of blooming flowers, winding vines, and delicate leaves. Its core is infused with a vibrant energy that pulses with the vitality of spring
Wild Hunter’s Bow
Weapon (Longbow), very rare (requires attunement)
The Wild Hunter’s Bow is a rare and finely crafted longbow, designed specifically to excel in combat against the creatures of the wild. Whether stalking through dense forests or navigating the untamed wilderness, this bow enhances the wielder’s ability to hunt and subdue natural foes.
Properties:
- Hunter’s Precision: The Wild Hunter’s Bow grants a +2 bonus to attack and damage rolls against beasts, monstrosities, and other creatures classified as animals. Additionally, critical hits against these creatures deal an extra 1d6 damage.
- Silent Shot: When firing arrows from the Wild Hunter’s Bow, the shots produce minimal sound, reducing the risk of alerting nearby creatures. The wielder has advantage on Dexterity (Stealth) checks when firing the bow.
- Nature’s Bond: The bow is attuned to the natural world, allowing the wielder to communicate empathically with animals. This communication is basic and relies on shared feelings and intentions rather than spoken language.
- Attunement: The Wild Hunter’s Bow requires attunement. During a short rest, the user must spend an hour attuning to the bow to unlock its enhanced properties.
Appearance: The Wild Hunter’s Bow is crafted from the wood of ancient and resilient trees, and its limbs are adorned with intricate carvings of forest scenes. The bowstring is made from enchanted vines, giving it an ethereal green glow when drawn.
Artifacts
Aegis Lance
Artifact (Spear), legendary (requires attunement by a creature of noble heart and purpose)
Aegis Lance is a legendary spear with divine origins, said to be a gift from the sun god Lugh himself. This artifact embodies the qualities of valor, protection, and mastery in battle.
Properties:
- Solar Radiance: Aegis Lance is a +3 spear, providing a +3 bonus to attack and damage rolls.
- Aegis of Light: When the wielder is attuned to the spear, they gain resistance to radiant damage, and they have advantage on saving throws against spells and effects originating from undead or fiends.
- Luminous Strike: The spear can unleash a Luminous Strike. When the wielder attacks with Aegis Lance, they can choose to imbue the strike with radiant energy. On a hit, the target takes an additional 2d6 radiant damage.
- Divine Counter: As a reaction, when the wielder is targeted by a melee attack, they can make a counterattack with Lugh’s Aegis Lance. If the counterattack hits, it deals normal damage and an additional 1d8 radiant damage.
- Sunlit Guardian: Once per day, the wielder can use an action to summon a Sunlit Guardian. This celestial being fights alongside the wielder for 1 minute, taking its turn immediately after the wielder. The Sunlit Guardian is an archon with stats similar to a deva but with additional radiant-themed abilities.
Appearance: Aegis Lance is a masterfully crafted spear with a radiant glow. The shaft is adorned with intricate engravings depicting celestial motifs, and the spearhead gleams with the brilliance of the sun.
Claíomh Solais
Artifact (Greatsword), legendary (requires attunement by a creature of good alignment)
The Claíomh Solais Reborn is a legendary greatsword, a manifestation of radiant power and divine grace. This artifact is a reimagining and rebirth of the legendary Claíomh Solais, infused with newfound strength and purpose.
Properties:
- Radiant Blade: The Claíomh Solais is a +3 greatsword, providing a +3 bonus to attack and damage rolls.
- Brilliant Radiance: When drawn, the blade emits bright light in a 30-foot radius and dim light for an additional 30 feet. The light is considered sunlight, and undead and fiends within the bright light suffer disadvantage on attack rolls.
- Rebuking Strike: The wielder can use an action to make a Rebuking Strike. When this strike hits, the target must make a Charisma saving throw (DC 18) or be banished to a harmless demiplane for 1 minute. The target can repeat the saving throw at the end of each of its turns, reappearing in the location it left or the nearest unoccupied space if that space is occupied.
- Heavenly Resilience: The wielder gains advantage on saving throws against spells and effects originating from evil-aligned creatures.
- Celestial Empowerment: The Claíomh Solais can be used to cast the Cure Wounds spell at 3rd level. Once used, this ability cannot be used again until the next dawn.
Appearance: The Claíomh Solais is a radiant greatsword with an ethereal glow. The hilt is adorned with celestial motifs, and the blade seems to be forged from pure, crystalline light.
Eternal Bounty
Artifact (Cauldron), legendary (requires attunement by a creature of benevolent nature)
Eternal Bounty is a legendary cauldron, a divine artifact gifted by the god Dagda. This enchanted vessel is said to bring endless sustenance, healing, and prosperity to those who possess it.
Properties:
- Endless Feast: When Eternal Bounty is filled with food and water and placed over an open flame, it produces an endless feast that never diminishes. Anyone partaking in the meal gains the benefits of a Heroes’ Feast spell, gaining temporary hit points, immunity to poison, and advantage on Wisdom saving throws.
- Revitalizing Brew: The cauldron can produce a Revitalizing Brew once per day. This magical concoction, when consumed, restores all hit points, removes all diseases and curses, and ends any conditions affecting the creature as if they had completed a long rest.
- Abundance of Plenty: When filled with any material, Eternal Bounty can transmute it into a valuable substance, such as precious metals or gemstones, equal in value to the material used.
- Harvest’s Embrace: Once per day, the cauldron can be used to accelerate the growth of plants within a 30-foot radius
Appearance: Eternal Bounty is a massive cauldron adorned with intricate Celtic knotwork and symbols of abundance. When in use, the cauldron emanates a warm, comforting light.
Gáe Solas, the Piercing Light
Artifact (Spear), legendary (requires attunement by a warrior of exceptional skill and resolve)
Gáe Solas, the Piercing Light, is a legendary spear inspired by the mythical Gáe Bulg. This radiant weapon channels the power of light and is imbued with the ability to strike with unerring precision.
Properties:
- Luminous Precision: Gáe Solas is a +3 spear, providing a +3 bonus to attack and damage rolls.
- Piercing Radiance: When thrown, Gáe Solas can pierce through any number of creatures in a straight line up to its maximum range, potentially striking multiple foes with a single throw.
- Blinding Strike: The wielder can focus Gáe Solas’s radiant energy to perform a Blinding Strike. On a successful hit, the target must make a Constitution saving throw (DC 18) 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 a success.
- Light’s Retribution: Once per day, as a reaction to taking damage, the wielder can unleash Light’s Retribution. For the next minute, every successful hit with Gáe Solas deals an additional 1d8 radiant damage.
Appearance: Gáe Solas is an elegant spear with a gleaming silver shaft and a radiant crystal at its tip that emits a brilliant light. The weapon seems to be forged from pure sunlight, with celestial motifs engraved along the length of the shaft.

