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## Magic Items Below are some homewbrew magic items I've come up with. Most of these are untested, and thus are subject to adjustment should they prove too powerful or not powerful enough. They're ordered primarily by rarity, going from legendary down to common, and in some cases by type (since there are so many weapons). If you're picking one of these items as starting equipment for a new character, come up with a story for how your character came to possess it. ### Legendary Items (Legendary) The following are legendary magical items of all varieties. #### Wyrmform Scale Mail *Armour (scale), legendary (requires attunement)* Wyrmform scale mail is to dragon scale mail as dragon scale mail is to mundane scale mail. Imbued with the spirit of a dragon, this suit of armour can bestow upon its wearer the might and ferocity of the world's most legendary and powerful predator. While wearing this armour, you gain a +2 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can use a bonus action to undergo a transformation, causing horns to grow from your forehead, your nails to lengthen into claws, and dragon wings to sprout from your back (the armour adapts around them). This transformation lasts for 10 minutes. While transformed in such a way, your unarmed strikes deal slashing damage equal to 1d8 + your Strength modifier, you gain a flying speed of 40 feet, and you can use your action to make a breath weapon attack that deals damage equal to 6d6 + your level (DC 8 + your Constitution modifier + your proficiency bonus). The damage types is the same as what the armour gives you resistance to (see the table). Once you use this breath weapon, you can't use it again until you next transform. You can only transform in this way once per long rest. Lastly, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armour. This special action can't be used again until the next dawn. \columnbreak ##### Resistance and Breath Weapon | Dragon | Resistance | Breath Weapon | |:---:|:-----------:|:-----:|:---------:| | Black | Acid | 5 by 60 ft. line (Dex. save) | | Blue | Lightning | 5 by 60 ft. line (Dex. save) | | Brass | Fire | 5 by 60 ft. line (Dex. save) | | Bronze | Lightning |5 by 60 ft. line (Dex. save) | | Copper | Acid |30-foot cone (Dex. save) | | Gold | Fire |30-foot cone (Dex. save) | | Green | Poison |30-foot cone (Con. save) | | Red | Fire |30-foot cone (Dex. save) | | Silver | Cold |30-foot cone (Con. save) | | White | Cold |30-foot cone (Con. save) | #### Surtur's Helm *Wondrous item, legendary (requires attunement)* This horned iron helmet is constantly hot to the touch. While wearing it, you gain +1 bonus to your AC, you have immunity to fire damage, your weapon attacks deal 1d10 additional fire damage, and when you cast a spell that deals fire damage, you can add your spellcasting ability modifier to the damage roll. As an action, you can undergo a terrible transformation, becoming a demonic creature of fire and lava. Any equipment you are wearing or carrying transforms with you. While transformed, you gain the following benefits: - Your size becomes Large. - Your Strength score becomes 24 (+7). - You gain 100 temporary hit points. - Any creature that ends its turn within 5 feet of you or hits you with a melee attack takes 2d8 fire damage. - A giant, molten maul forms in your hand. This maul deals bludgeoning damage equal to 3d6 + your Strength modifier, as well as an extra 2d6 fire damage. - You can cast *fireball* as an action. This transformation lasts for 1 hour or until your temporary hit points are reduced to 0. Once this transformation ends, *Surtur's helm* becomes nonmagical until you finish a long rest.
\pagebreak ### Weapons (Very Rare) The following are very rare magical weapons. #### Flint and Steel *Weapon (sabres), very rare (requires attunement)* The steel half of this pair is sleek and elegant, beautifully crafted and etched with silver, while its flint counterpart is rough-hewn and primitive, its blade jagged like unworked stone. These weapons must be attuned simultaneously, and require only one attunement slot. While wielding both of these swords, you can use a bonus action to strike the blades together and conjure an inferno of fire in a 15-foot cone centred on you. Each creature caught in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your weapon attack modifier). On a failure, a creature takes 4d8 fire damage and is blinded for one minute. On a success, a creature takes half damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can use this feature twice per long rest. When you take fire damage while wielding the steel sword, you can use your reaction to immediately gain resistance to the triggering damage. Afterwards, the first weapon attack you make with the flint sword deals bonus fire damage equal to the amount reduced. Once you use this feature, you can't use it again until you finish a short or long rest. Additionally, you can touch the flint sword to a non-magical object that isn't being worn or carried and cause it to catch on fire. Conversely, you can touch the steel sword to a non-magical flame to expunge it. #### Rockethammer *Weapon (maul), very rare (requires attunement)* This immense metal maul is incredibly heavy and requires a minimum Strength score of 15 to wield without disadvantage. The head of the maul is affixed with three cylinders that belch fire and add power to your strikes. You deal an additional 1d6 bludgeoning damage when you hit with this maul. Once per long rest, you can use your action to grip the haft firmly and drop into a crouch, activating the hammer's thrusters. You charge across the ground for 60 feet. If you collide with a creature of size Large or smaller, the creature must succeed on a DC 17 Dexterity saving throw or become pinned, moving with you. A Huge or larger creature that you hit takes 4d8 bludgeoning damage and brings you to a halt. A creature that succeeds on this saving throw (or any subsequent creature whose space you enter once you pin a creature) avoids the charge. If you hit a sturdy object (such as a wall, boulder, or a Large or larger creature) you come to a stop, and if you have a creature pinned, the creature takes 6d8 bludgeoning damage and must succeed on a DC 17 Constitution saving throw or become stunned until the end of its next turn. As an action, you can bring this maul crashing down on the ground. Each creature touching the ground in a 20-foot cone must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Once you use this feature, you can't use it again until you finish a long rest. \columnbreak #### Okuss *Weapon (sabre), very rare (requires attunement)* On both sides of this silver, single-edged blade are elvish runes spelling 'Okuss.' A narrow seam runs down the blunt edge, from the tip of the blade to the base of the pommel. When you draw this sword or make a melee attack with it, you can grip the hilt in two hands and cause the sword to split down the middle into two identical swords, one in each hand. These swords have the 'thrown' property with a range of 30/120 ft. After you make a ranged weapon attack with one of these swords, the thrown sword disappears and the one you are holding can once again be split into two. Pressing the swords together causes them to merge back into one. Once per day when you split Okuss, you can cause each of the split swords to split again. You grow two ethereal arms to wield these extra swords. When you next take the Attack action, you can make two additional weapon attacks as part of this action, after which the extra swords and extra arms disappear. If all four attacks hit, the fourth attack becomes a critical hit. #### Stalactite *Weapon, very rare (requires attunement)* At first glance, this item appears to be nought more than a thick quarterstaff of white wood banded with iron. Upon closer inspection, one can note a layer of frost covering its surface, making it cold to the touch. As a bonus action, you can slam the end of this quarterstaff into the ground and cause winged blades of ice to unfold from the top, turning the quarterstaff into a greataxe that deals additional cold damage equal to your proficiency bonus. When you do this, you can also cause a cold blast of air to rush outwards from the point of impact, extinguishing non-magical flames within 30 feet of you. You can use your bonus action to cause the winged blades to melt away, returning the greataxe to its quarterstaff form. While wielding this greataxe, you can cast the *ice knife* spell at will, using Strength as your spellcasting ability. #### Spiritbow *Weapon (any bow), very rare (requires attunement)* The string of this metal-and-glass bow is so thin as to be almost invisible. Thrumming it fills your ears with an intense humming sound, while drawing it forms an ethereal arrow which, when loosed, ignores half and three-quarters cover and deals force damage instead of piercing. As a bonus action, you can whisper, "Reveal yourselves, enemies of mine." For 1 minute, arrows you loose from this bow pass harmlessly through objects, ignore cover, and deal bonus force damage equal to your proficiency bonus. In addition, you can see into and through solid matter to a range of 60 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum #### Crimson Night *Weapon (dagger), very rare (requires attunement)* This double-edged dagger is divided down the middle, the blade half obsidian and half red steel, the handle wrapped in black and red leather, and the pommel adorned with a smooth onyx and a jagged ruby. When you make an attack with this dagger, you can choose to strike with the obsidian edge or the red steel edge. The obsidian edge deals an extra 1d4 necrotic damage while the red steel edge deals an extra 1d4 fire damage. After you make a ranged attack roll with this dagger, you can cause it to immediately disappear in a puff of red smoke, reappearing in your hand in a puff of black. As an action, you can cut your palm with this dagger, taking 1 point of slashing damage. Using the red steel edge transforms you into a hell hound, while using the obsidian edge transforms you into a shadow mastiff. The transformation otherwise functions as the *polymorph* spell, but you can use a bonus action to revert to your normal form. Once you use this feature, you can't use it again until you finish a long rest. #### Shutterbow *Weapon (any bow), very rare (requires attunement)* The black-wood limbs of this bow are constantly flickering, blinking in and out of existence, though the string remains fixed as if nought were amiss. Drawing the bow causes it to become solid. This bow has 6 charges. When you make a ranged attack roll with this bow, you can expend a charge immediately after the arrow hits to teleport to its location, arriving in the nearest unoccupied space. If you hit a creature, you can expend an additional charge to force the creature to make a Charisma saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failure, the target takes an extra 2d8 force damage and the two of you swap places. On a success, the target isn't teleported and takes no additional damage, but you can still choose to teleport to the closest unoccupied space to it. If you expend this bow's last charge, roll a d20. On a 1, the bow vanishes. The bow regains 1d3 + 3 expended charges daily at dawn. #### Ballistabow *Weapon (any crossbow), very rare (requires attunement)* An enchantment lies over this crossbow which causes bolts loosed from it to enlarge to the size of javelins, even as momentum is conserved. Ranged attack rolls you make with this crossbow deal an additional die of damage. This crossbow has 3 charges. When you make a ranged attack roll with this crossbow, you can expend a charge to cause the bolt to enlarge to the size of a ballista bolt. The attack deals an additional 3d10 piercing damage and the target must make on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failure, the creature is knocked 15 feet back. If this movement causes the creature to collide with another creature, that creature takes 2d10 damage and must succeed on the same saving throw or be pushed 10 feet back. If a third creature is hit, it takes 1d10 damage and the distance (if it fails the saving throw) is reduced by another to 5 feet. The crossbow regains all expended charges daily at dawn. #### Elemental Gauntlet *Wondrous item, very rare (requires attunement)* This gauntlet is mostly just studded leather, save for a diamond-shaped piece of iron plating on the back of the hand, which extends to just over the knuckles. Set into the metal are four concavities large enough to fit a gemstone. If you place a ruby, sapphire, emerald, or diamond worth 500 gp or more into one of these concavities, the gem clicks into place and can only be removed if you take an action to do so. A gauntlet is typically found with one randomly determined gemstone already attached. The gauntlet is treated as a simple light melee weapon with which you are proficient. Monks treat the gauntlet as a monk weapon. It deals bludgeoning damage equal to 1d4 + your Strength modifier. The gauntlet has 3 charges, which can be used for various features. If a feature of the gauntlet requires that a creature make a saving throw, the DC is 15. Spells you cast with the gauntlet require only somatic components. As a bonus action, you can activate one of the gemstones the gauntlet currently holds, granting the following benefits: **Ruby.** Attacks you make with the gauntlet deal 1d4 additional fire damage, and you learn the *control flames* cantrip. As well, once per turn when you make an attack with the gauntlet, you can increase the attack's range by 10 feet. If this attack hits, it deals fire damage instead of bludgeoning. You can use your action to expend 1 charge and cast *burning hands* at 4th level. **Sapphire.** Attacks you make with the gauntlet deal 1d4 additional cold damage, and you learn the *shape water* cantrip. As well, once per turn when you deal cold damage to a creature with this gauntlet, you can force it to make a Constitution saving throw. On a failure, its speed reduced by half until the end of its next turn. During this time, the target has disadvantage on attacks of opportunity. You can use your action to expend 1 charge and cast *watery sphere*. **Emerald.** Attacks you make with the gauntlet deal 1d4 additional bludgeoning damage, and you learn the *mold earth* cantrip. As well, once per turn when you hit a creature with a melee attack, you can force the creature to make a Strength saving throw. On a failure, the target is knocked back 10 feet. You can use your action to expend 1 charge and cast *erupting earth* at 4th level. **Diamond.** The gauntlet gains the finesse property, attacks you make with it deal 1d4 additional thunder damage, and you learn the *gust* cantrip. As well, once per turn when you make an attack with the gauntlet, you can increase the attack's range by 10 feet. If this attack hits, it deals thunder damage instead of bludgeoning. You can expend 1 charge to cast *feather fall*. #### Wind's Edge *Weapon (any bladed melee weapon), very rare (requires attunement)* This weapon is slender, elegant, and incredibly light, its silvery blade inscribed with Auran symbols. When you wield this weapon and aren't wearing heavy armour, you have a flying speed of 50 feet. Once per day, you can grip wind's edge in both hands and whisper, "Spirits of wind and sky, I call you." You cast *control winds* (DC 16). After you use this feature, you can't use it again until you finish a long rest. \pagebreakNum #### Galvanising Gauntlets *Wondrous item, very rare (requires attunement)* These gauntlets are crafted from brass, bronze, and iron, but are neither bulky nor unwieldly. Set into the palm of one is a smooth, flat crystal, and in the other is a shallow depression. While your hands are free, you can use a bonus action to press your palms together and activate the gauntlets, forming a tether of sizzling and crackling energy between the palms. The gauntlets remain activated for 1 minute or until you use a bonus action to deactivate them. Once deactivated, you can't activate the gauntlets again until you finish a long rest. You can manipulate this energy tether in various ways. Strength or Dexterity is your spellcasting ability for any spells you cast with the gauntlets. **Blast.** You cast *eldritch blast*. **Grasp.** You cast *shocking grasp*. **Whip.** You form a crackling whip of lightning which you grip in one hand. This whip an additional 1d4 lightning damage on a hit. While wielding this whip, you can cast the *lightning lure* cantrip. **Bolt (1/Day).** You cast *lightning bolt*. #### Zephyrblade *Weapon (shortsword, longsword, greatsword), very rare (requires attunement)* The blade of this beautiful katana is etched with wind motiffs, and the waving edge is deadly sharp. Set into the sword's pommel is a clear agate containing swirling clouds. This sword has the finesse property, and critical hits you score with it deal additional damage equal to your level. If you take falling damage while this sword is on your person, you can use your reaction to reduce the damage by an amount equal to 5 times your level. As an action, you can whisper, "Senri no michi mo, hito ashi zutsu hakobunari" (the journey of a thousand miles begins with a single step). You cast *steel wind strike* (DC 8 + your proficiency bonus + your attack ability modifier). Once you use this feature, you can't use it again until you finish a long rest. #### Dragonblade *Weapon (shortsword, longsword, greatsword), very rare (requires attunement)* This katana is geometric, almost square in design. Filed emerald teeth run the length of the black blade, and a larger emerald adorns the narrow guard. This sword has the finesse property. While this sword is on your person, you can move up, down, and across vertical surfaces so long as you have at least one free hand. You have a climbing speed equal to your walking speed. As a bonus action, you can shout, "Ryūjin no ken wo kūrae!" (the dragon becomes me!) and press down on the emerald set into the sword's guard. A spectral green dragon appears over your shoulder and remains there for 1 minute, coiling around you and attacking with you. Your speed increases by 10 feet, you don't provoke opportunity attacks, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with the dragonblade. The extra radiant damage equals your level. Once you use this feature, you can't use it again until you finish a long rest. #### Stormbow *Weapon (any bow), very rare (requires attunement)* This bow is made of an extremely flexible metal. The tips of the bow's limb appear to be gold, and a spyglass attached to the grip allows for greater accuracy over long distances. The minimum range of this bow increases by half. While this bow is on your person, you can move up, down, and across vertical surfaces so long as you have at least one free hand. You have a climbing speed equal to your walking speed. As an action, you can let loose an arrow and shout, "Ryū ga waga teki wo kurau!" (The dragon consumes our enemies!"). Twin blue dragons fly with the arrow, entertwining and laying waste to all in a 10-foot wide, 80-foot long line. You make a ranged attack as normal against a single creature in this area, and all creatures in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). A creature takes 10d8 radiant damage on a failed save, or half as much damage on a successful one. #### Biotic Crossbow *Weapon (any crossbow), very rare (requires attunement)* This azure-and-white crossbow can loose deadly bolts or healing darts. When you make a ranged weapon attack, you can instead choose to target one ally you can see within the crossbow's minimum range. The target regains hit points equal to 1d6 + your Dexterity modifier. You can use this ability 6 times per long rest. As an action, you can target an ally within the bow's minimum range with a special bolt that greatly enhances their combat abilities and endurance. The target gains temporary hit points equal to 5 times your Dexterity modifier and when it takes the Attack action, it can make one additional weapon attack. If the target is a spellcaster, it can cast a cantrip for free whenever it uses its Action to cast a spell of 1st level or higher. These benefits end after 1 minute. You can use this feature only once per long rest. ### Weapons (Rare) The following are rare magical weapons. #### Ice Edge *Melee weapon (shortsword), rare (requires attunement)* The blade of this magical white-steel shortsword is chipped and notched, and always coated in a thin lair of frost. When you draw this sword, you can extinguish all non-magical flames within 30 feet of you. This sword has 3 charges and regains all charges daily at dawn. As an action while wielding *ice edge*, you can cast *ice knife* (1 charge), *Snilloc's snowball swarm* (2 charges), or *elemental weapon* (3 charges). When you cast *elemental weapon*, you have to choose the cold damage type. #### The Corroder *Melee weapon (warhammer), rare (requires attunement)* This iron hammer is pocked and scarred. When you strike with it, acid flies from the pores to singe and sting. When you hit with this magical weapon, you deal an aditional 1d4 acid damage. This warhammer has 3 charges. You can expend a charge to cast *Melf's acid arrow*, or 2 charges to cast *vitriolic sphere.* Constitution is your spellcasting ability for both of this spells. The warhammer regains all charges daily at dawn. \pagebreak #### Portal Pick *Weapon (war pick), rare (requires attunement)* Set in the haft of this war pick is an orb the size of a small apple that contains within it a great expanse of stars. This pick has 3 charges and regains all charges daily at dawn. When you hit a creature with this pick, you can expend 1 charge and force it to make a DC 15 Charisma saving throw. On a failure, you teleport the creature to an unoccupied space you can see within 30 feet of you. That space must be on the ground or on a floor. If you expend a charge and strike this pick to a solid surface, such as a wall or floor, it sinks into the surface and creates a 5-foot wide portal to the other side. The portal fails to materialise and the charge is wasted if the wall is thicker than 5 feet. The portal stays open until the end of your next turn, but you can concentrate (as if concentrating on a spell) to keep it open for up to 1 minute. #### Warping Rapier *Melee weapon (rapier), rare (requires attunement)* The air around this crystal-studded magical weapon shimmers and wavers, like a forcefield. This rapier deals force damage instead of piercing. This rapier has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *magic missile* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The rapier regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the rapier crumbles into dust and is destroyed. #### Booming Blades *Melee weapons (daggers), rare (requires attunement)* These daggers are veined with some manner of white ore. They must be attuned simultaneously, and combined require only one attunement slot. You can cast *booming blade* using these daggers. Each of the blades has 2 charges. You can expend 1 charge to cast *thunderwave* as an action or *thunderous smite* as a bonus action. Dexterity is your spellcasting ability for all of these spells. The daggers regains all charges daily at dawn. #### Stormaxe *Melee weapon (battleaxe), rare (requires attunement)* Sparks fly across the metal of this large, gold-inlaid battleaxe. While you hold this battleaxe, you can cast *lightning lure*. Once per long rest, you can cast *lightning bolt* using this battleaxe. Constitution is your spellcasting ability for both of these spells. #### The Radiant Sphere *Melee weapon (flail), rare (requires attunement)* The ball of this gold-and-iron flail is scribed with holy sigils of dwarven gods. As a bonus action, you can activate the ball, causing it to transform into a sphere of radiant light that sheds bright light for 30 feet and dim light for an additional 30 feet. While the flail is in this form, it deals an additional 1d8 radiant damage on a hit and grants you the ability to cast *branding smite* once as a bonus action. Constitution is your spellcasting ability for this spell. #### Ashbringer *Melee weapon (longsword), rare (requires attunement)* This longsword's haft is made from some manner of red metal, while its blade is coal-black and constantly flaking, though neither its size nor its keenness are ever diminished. As a bonus action while wielding this weapon, you can cause it to come alight, shedding bright light for 20 feet and dim light for an additional 20 feet, and dealing an additional 1d4 fire damage when you hit with it. This sword has 3 charges. You can expend a charge to cast *fog cloud* (1 charge), *burning hands* (1 charge), or *scorching ray* (2 charges). Constitution is your spellcasting ability for these spells. Upon expending the its final charge, *ashbringer* goes cold and can no longer be set alight. It regains 1d3 charges daily at dawn. ### Weapons (Uncommon) The following are uncommon magical weapons #### Returning Weapon *Weapon (any), uncommon* This weapon has the thrown property with a range of 20/60 ft. When you make a ranged attack roll with this magic weapon, you can cause the weapon to fly (or teleport) back to your hand immediately after it hits or misses. #### Blood Weapon *Weapon (any), uncommon (requires attunement)* When you hit with a melee attack using this weapon and reduce the target to 0 hit points, you gain 2d6 temporary hit points. #### Guarding Weapon *Weapon (any), uncommon (requires attunement)* While wielding this magic weapon, you gain +1 bonus to AC against melee attacks. Additionally, when you are hit by a melee attack, you can use your reaction to gain resistance to the damage of that attack. Once you use this feature, you can't use it again until you finish a long rest. #### Blasting Weapon *Weapon (any), uncommon* While wielding this magic weapon, you can use an action to cast the *scorching ray* spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The weapon can't be used this way again until the next dawn. #### Pact-Keeper Weapon *Weapon (any), uncommon (requires attunement by a warlock)* While holding this weapon, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. #### Entangling Staff *Weapon *quarterstaff*, uncommon (requires attunement)* This staff has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. The staff regains l expended charges daily at dawn. \pagebreak ### Misceallaneous Items (Very Rare) The following are very rare magical items of many varieties, including wondrous items, suits of armour, and shields. #### Molten Bracers *Wondrous item, very rare (requires attunement)* These iron bracers appear to be fluid. the metal ever flowing, yet they feel solid. At will, you can cause these bracers to change form into two +1 shortswords, which take shape in your hands. These shortswords last until the end of your turn before reverting to their original form. While wearing these bracers, you gain a +2 bonus to AC and are treated as wielding two melee weapons for the purposes of features such as Parry or Dual Wielder. If an effect would cause you to become disarmed while wielding the bracers in sword form, they instead immediately revert to bracer form. The shortswords can become fluid, making your attacks unpredictable and confounding to your enemies. When you make an attack roll with one of the shortswords, you can gain advantage on the roll, as well as on all further attack rolls you make on your turn. These attacks deal an additional 1d6 slashing damage on a hit. Once you use this ability, you can't use it again until you finish a short rest. #### Mist-Iron Armour *Wondrous item, very rare (requires attunement)* This conical vial is sealed with a brass screw top that is threaded with a fine iron chain, for looping around your neck. Contained within the vial is silvery, ever-swirling mist. You can use your bonus action to unstopper the vial, causing the mist to flow out and clad you in either a +1 breastplate or a +1 suit of half-plate or plate armour. The metal or the armour is silvery and coloured with swirls of pale blue. The armour returns to mist form if you fall unconscious, or if you use your bonus action to turn it back. While wearing this armour, you can use your action to cast *gaseous form*, requiring no components. Once you use this feature, you can't use it again until you finish a long rest. If you are hit with an attack while wearing this armour, you can use your reaction to assume a gaseous form and melt away, causing the attack to miss. You reform in an unoccupied space of your choosing with 30 feet. You can use this feature twice per long rest. #### Spider's Shell *Armour (studded leather), very rare (requires attunement)* This black-dyed, +1 suit of studded leather armour is studded across the back with silver bolts arranged in the shape of a spider. While wearing this armour, you can use your action to cause four giant spider legs to sprout from your back. Two of these spider legs lift you off the ground, granting you a 40 ft. walking and climbing speed and allowing you to ignore difficult terrain. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands hands free. The remaining two legs serve as melee weapons. You are treated as being proficient with these weapons, which deal 1d10 damage and have the finesse and reach properties. After 1 minute, the legs retract back into the armour. You can't use the armour in this way again until you finish a long rest. #### Inferno Armour *Armour (plate), very rare (requires attunement)* This suit of black-iron plate glows like heated coals, giving off whisps of smoke. While wearing this armour, you have resistance to cold and fire damage and leave behind singed footprints wherever you walk. In addition, you can use an action while wearing this armour to become wreathed in fire for 1 minute, shedding bright light for 30 feet and dim light for an additional 30 feet. While you're aflame, any creature that ends its turn within 5 feet of you or hits you with a melee attack while standing within 5 feet of you takes 1d6 fire damage. #### Quake Shield *Shield, very rare (requires attunement)* This +1 shield is perfectly round and made from some kind of ultra-strong metal that can absorb vibrations. The *quake shield* counts as a simple melee weapon with which you are proficient. It deals bludgeoning damage equal to 1d6 + your Strength modifier and has the thrown property with a range of 30/60 ft. The shield returns to your arm immediately after you make a ranged attack with it. Additionally, if you are subjected to an effect that would require you to make a Dexterity saving throw, you can use your reaction to gain advantage on the roll. If you succeed on the saving throw, you take no damage instead of half. You can use this feature only two times per long rest. #### Granite's Grip *Armour (plate), very rare (requires attunement)* This hefty suit of plate armour appears to be made of stone, its surface webbed with cracks. While wearing this armor, you gain a +1 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. While wearing this armour, you can cast *meld into stone* and *stone shape* once each per long rest. ### Misceallaneous Items (Rare) The following are rare magical items of many varieties, including wondrous items and rings. #### Eyes of R.O.B *Wondrous Item, Rare* The frame of these goofy goggles is silver, while the thick lenses are a deep red. While wearing these goggles, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 30 feet. You can't discern colour in darkness, only shades of red. As an action, you can cause the lenses to superheat, allowing you to cast *Aganazzar's scorcher* at 6th-level (DC 17). You are then blinded until the start of your next turn. The goggles can't be used this way again until the next dawn. #### Circlet of Thought *Wondrous item, rare (requires attunement)* While you wear this circlet, you gain resistance to psychic damage and learn the *message* cantrip. Once per day, you can cast *detect thoughts*, using your choice of Intelligence, Wisdom, or Charisma as your spellcasting ability. \pagebreak #### Crown of Jacuruku *Wondrous item, rare (requires attunement)* This frosted circlet of black iron is topped with gothic, razor-sharp spires that emit coiling vapours of cold. While wearing this crown, you have resistance to fire damage. The crown has 3 charges. As a bonus action, you can expend 1 charge and inspire a creature within 60 feet of you that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. The crown regains 1d3 expended charges daily at dawn. #### Cloak of Escaping *Wondrous item, rare (requires attunement)* When you are hit by an attack while wearing this grey, silver-threaded cloak, you can use your reaction to teleport to an unoccupied space you can see up to 30 feet away, causing the attack to miss. If you teleport to a space within 5 feet of a hostile creature, you can make one free attack against that creature with advantage. Once you use this feature, you can't use it again until you finish a short or long rest. #### Extradimensional Ring *Ring, rare (requires attunement)* Set into this ring is a cuboidal gemstone that seems to contain an infinite number of mirrors, always reflecting deeper and deeper. While wearing this ring, you can use a bonus action to touch it to an object that weighs no more than 100 pounds and isn't being worn or carried. The object is immediately transported into an extradimensional space within the ring. You can have up to 500 pounds or 15 objects stored at any one time. Retrieving an item from the ring requires a bonus action, and causes the item to appear in your hand. Placing an *extradimensional ring* inside an extradimensional space created by a *Heward's handy haversack*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. ### Misceallaneous Items (Uncommon) The following are uncommon magical items of many varieties, including wondrous items and rings. #### Mistcloak *Wondrous item, uncommon (requires attunement)* This dark cloak is shredded, the ends trailing in long strips. These strips come alive to aid you when you perform feats of acrobatics or agility. While wearing this cloak, you have advantage on Dexterity (Acrobatics) checks and you can use your Dexterity score to calculate your long and high jump distances. In addition, you require only 5 feet of movement to stand up from prone and once per long rest, you can use your reaction to gain advantage on a Dexterity saving throw. \columnbreak #### Stepping Boots *Wondrous item, uncommon (requires attunement)* While you wear these boots, you can use a bonus action to stomp them on the ground, activating them for one minute. During this time, you can cause small, silvery discs to form wherever you step, allowing you to walk on air. Moving steeply upwards costs double movement. Moving directly upwards imposes a similar penalty, and requires that you succeed on a DC 10 Athletics check or fall prone. You can drop 10 feet at a time using these discs, allowing you to easily and safely navigate steep drops. The discs last only an instant, so if you end your turn in mid-air, you fall to the ground. After you use this feature, you can't use it again until you finish a long rest. #### Luminator *Wondrous item, uncommon* This device is shaped like the handle of a knife or whip, with a cap on the top. Flicking the cap open reveals two switches, one black iron, the other burnished steel. You can use a bonus action to flick either of the switches. When you flick the iron switch, you can choose up to 6 light sources within range (a street lamp, candle, campfire, etc.) to snuff out, their lights flying to the *luminator* and disappearing inside of it. The *luminator* can hold up to 20 such lights. When you flick the steel switch, you can cause up to 6 trapped lights to fly out to any potential light sources (a dark street lamp, unlit candle, cold campfire, etc.) within 60 feet, immediately lighting these sources and causing them to emit their typical amount of light. If you have 20 light sources stored, you can flick the steel switch and cause all the stored light to explode in a great radiant flash. Each creature within 30 feet of you must succeed on a DC 13 Constitution saving throw or be blinded until the end of your next turn. #### Razor Cape *Wondrous item, uncommon* The hem of this rich cape is lined with a fluid, razor-sharp length of metal. While wearing this cape, you can use your bonus action to cause it to whirl around you. Each creature within 5 feet of you must succeed on a DC 15 Dexterity saving throw or take slashing damage equal to your level. Once you use this feature, you can't use it again until you finish a long rest. #### The King's Soles *Wondrous item, uncommon* Unarmed strikes (kicks) you make with these magical sandals deal bludgeoning damage equal to 1d4 + your Strength modifier. The *king's soles* have 3 charges. When you make an unarmed attack with them, you can expend a charge and state the name of the nation in which you are currently located (if you're not in a nation, you can instead state the general area, such as, "This is a cave!"). On a hit, the target must succeed on a DC 13 Strength saving throw or take an additional 2d4 thunder damage and be knocked 10 feet away, landing prone. A creature that succeeds on the saving throw takes the extra damage but isn't moved. \pagebreak #### Ring of Inverting *Ring, uncommon* This silver ring is set with a tiny, spinnable dial, one side silver, the other gold. You can use your action to spin the dial and cause your highest and lowest ability scores to swap. If two or more abilities are tied for lowest/highest, the swapped abilities are chosen at random. This inversion lasts 1 minute, after which the dial stops spinning. The ring can't be used in this way again until you finish a long rest. #### Adrenaline Collar *Wondrous item, uncommon (requires attunement)* The inside of this brass collar is lined with needles containing a combination of healing elixirs. When you make a death saving throw while wearing this collar, you immediately regain hit points equal to 2d8 + your level. After being used in this way, the collar becomes inert until the needles are refilled with 250 gp worth of healing potions, which can be done during a long rest. ### Common Items (Common) The following are common magic items. #### Cloak of Tavern Corners *Wondrous item, common* Pulling up the hood of this black cloak causes your features to become heavily obscured to other creatures. #### Ring of Displacement *Wondrous item, common* While wearing this ring, you can use your bonus action to cause it to teleport from finger to finger, into one of your pockets, or onto the ground. #### Mouthpiece Weapon *Weapon (any), common* When you finish a long rest, you can choose a phrase that's up to 5 words long. If you repeat this phrase 5 times while holding this weapon, the weapon learns the phrase. Thereafter, when you reduce a creature to 0 hitpoints you can choose to have the weapon speak the phrase out loud, at the same volume and with the same inflection as when you originally spoke it. #### Circlet of Ideas *Wondrous item, common* Once per day when you come up with an idea, a tiny beacon of light appears above your head. The beacon sheds bright light for 5 feet and dim light for an additional 5 feet, and is extinguished after 1 round. #### Picking Dagger *Wondrous item, common* You can use this dagger to cast *prestidigitation* at will, requiring no components, but the spell can only be used to clean bloodstains or your fingernails. #### Perfidiously Packed Purse *Wondrous item, common* No matter how full or empty this purse is, it always appears to be bulging with coin. The purse loses this property if it is cut, sliced, or otherwise pierced. #### Paired Rings *Wondrous item, common* While two different creatures are wearing these rings, each can feel if the other taps their ring, as if someone were tapping their own finger. #### Party Crossbow *Weapon (hand crossbow), uncommon* Pulling the trigger on this hand crossbow casts *prestidigitation* without requiring verbal or somantic components, but you can only choose the harmless sensory effect option. #### Snap Rod *Wondrous item, common* This short, thin metal rod appears to be completely solid, but when you strike it to your wrist, it snaps into the shape of a bracelet. Removing the bracelet causes it to return to the shape of a rod. If you use the rod in this way on an unconscious creature, the rod forms into manacles (DC 20 Strength check to break, can't be picked with thieves' tools) that only you can remove. If the rod is broken while in this form, it falls to pieces and becomes nonmagical. #### Homing Cnary *Wondrous item, common* This tiny porcelain canary can come alive to chase down its teacup nest. If you are holding the teacup and are on the same plane of existence as the canary, you can use an action to cause the canary to animate and set off flying toward the teacup. You choose the speed at which the canary flies, ranging from 1 to 30 mph.