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Uncommon Magical Items

Non-attunement Items


The following are non-attunement magical items that are uncommon. You may find one or two of these stocked in a store in a metropolitan area, but these ideas are rare enough that their presence is not guaranteed.
 

Clothing

These are magical items that are worn on your person and are often available in a variety of cuts and designs.
 
Cloak of the Manta Ray (500gp): While wearing this cloak with its hood up, you can breathe Underwater, and you have a swimming speed of 60 feet.
 
Gloves of Swimming and Climbing (550gp): While wearing these gloves, climbing and swimming don't cost you extra Movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
 
Gloves of Thievery (600gp): These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Sleight of Hand and Thievery checks to pick locks.
 
Eyes of Charming (650gp): 3 Charges While wearing these lenses, you can expend 1 charge as an action to cast the Charm Person spell (save DC 13) on a Humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges after a long rest.
 
Slippers of Spider Climb (700gp): You have a climbing speed equal to your walking speed, and can climb vertical or inverted surfaces. They don't work on slippery surfaces, such as one covered by ice or oil.
 
Cloak of Elvenkind (750gp): While you wear this cloak, Perception checks made to see you have disadvantage, and you have advantage on Stealth checks.
 
Winged Boots (1,500gp): Grants you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
 
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Ring of Jumping (500gp): While wearing this ring, you are under the affect of a Jump spell (tripling your jump distances).
 
Ring of Warmth (500gp): While weaing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
 
Circlet of Blasting (650gp): Cast Scorching Ray with a +5 to hit. Regain this ability after a long rest.
 
Ring of Animal Influence (750gp): 3 Charges This ring has 3 Charges, it regains 1d3 expended Charges on a long rest. You can spend a charge to cast; Animal Friendship (DC 13), Fear (Beasts Only, DC 13), Speak with Animals.
 
Ring of the Ram (800gp): 3 Charges You can use an action to expect up to 3 charges on a creature, object or door. 1d20 +7 to hit, range 60ft, 2d10 force per charge and pushed 5ft for every charge spent. This item regains 1d3 charges on a long rest.
 
Brooch of Shielding (800gp): While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell.
 
Periapt of Wound Closure (1,000gp): While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
 
Foliage Ring (1,500gp): 3 Charges As a bonus action you can create an ivy plant in a space within 15 feet that you can see. The plant grows at a speed of 5 feet per round to a maximum length of 120 feet over the course of one minute. If the plant is grown up a wall, it is strong enough to support the weight of a Medium creature.
 
Medallion of Thoughts (2,000gp): 3 Charges You can cast Detect Thoughts (save DC 13) from it. The medallion regains 1d3 expended Charges on a Long Rest.
 
Ring of Moxie (2,200gp): When you reduce an enemy to 0 hit points with a melee weapon attack, you can add an extra 1d6 force damage to the damage dealt by your next successful attack.
 
Emir's Ring (2,400gp): This ring can cast Detect Poison and Disease at-will on liquids and foods it comes in contact with. It wil not say the type of poison, nor detect disease.
 
Ring of Quickness (2,400gp): While wearing this plain silver ring, you can cast Expeditious Retreat. Once used twice, you cannot use this property of the ring again until the next long rest.
 
Matyr's Symbol (2,600gp): The blood covered holy symbol of a fallen priest. When you make a saving throw at advantage, you can choose instead to make the save at disadvantage before you roll. If you do, one creature within 60ft gains advantage against a saving throw until the end of your next turn.
 
Ring of Mind Shielding (3,000gp): You are immune to all forms of telepathy or divination on your mind or alignment. You can allow telepathic communicates to you if you wish. It contains the soul of the last person to die while wearing it. She can telepathically communicate with you at her will.
 
Ioun of Bloodscent (3,500gp): This stone has the appearance of a transparent, glasslike sphere with a drop of red liquid suspended in its centre. While it orbits your head, you have a +5 bonus to Survival and Perception checks to find a creature that is below half its hit point maximum. This ability doesn’t work on undead or constructs.
 
Ioun Stone of Comprehension (3,500gp): While this writing inscribed granodiorite ellipsoid orbits your head, you gain proficiency with one language, which matches the language inscribed on the stone. These stones are often given to dignitaries and diplomats as a simple means of improving communication.
 
Ioun Stone of Presentation (3,500gp): As a bonus action, you can change features of your appearance and presentation while this light blue pearl orbits your head. You instantaneously clean or soil your clothing, add or remove odours and smells, and create small marks or colour changes on your skin.
 
Ioun Stone of Slipperiness (3,500gp): While this aqua cube orbits your head, your skin gains a slippery feel. You have advantage on ability checks and saving throws made to escape a Grappled or Restrained. However, you also have disadvantage on ability checks to Grappled or Restrained other creatures.
 
Ioun Stone of Translucence (3,500gp): While this translucent rhomboid orbits your head, you can spend an action to make your body and everything you are carrying becomes translucent, allowing light to pass through. Unless someone looks carefully, they might not notice you from a distance. You have advantage on Dexterity (Stealth) checks that rely on not being seen.
 
Ring of Feather Falling (3,800gp): When you fall while wearing this ring, you descend 60ft per round and take no fall damage.
 
Stone of Good Luck (4,000gp): You gain a +1 bonus to Ability Checks and Saving Throws.
 
Ring of Blades (4,500gp) 20 Charges Expending one charge allows you to conjure a dager to your hand. You can conjure as many daggers as you have attacks to throw them. If you choose, you can expend an Action and 10 charges to cast Conjure Barrage (the weapon used being a summoned dagger). You regain 1d8 +2 charges per long rest.
 
 

Spellcaster Foci

These are spellcaster foci, but with additional spell affects woven into the items for variety of affects.
 
Wand of Magic Detection (500gp): 3 Charges Each charge can be used to cast Detect Magic. The wand regains 1d3 expended charges on a long rest.
 
Wand of Magic Missiles (500gp): 7 Charges Each charge can be used to cast Magic Missile. You can spend additional charges to upcast the spell. Regains 1d6 +1 expended charges on a long rest.
 
Wand of Secrets (500gp): 3 Charges You can expend a charge to detect secret doors or traps is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges on a long rest.
 
Wand of Beholder, Charm (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to give a creature the Charmed condition within 60ft for 1 hour vs DC 15 Wisdom saving throw. Regains 1d4 +3 charges on a long rest.
 
Wand of Beholder, Enervation (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to deal 5d8 necrotic damage to a creature within 60ft for 1 hour vs DC 15 Constitution saving throw, half damage on a success. Regains 1d4 +3 charges on a long rest.
 
Wand of Beholder, Fear (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to give a creature within 60ft the Frightened condition for 1 minute vs DC 15 Wisdom saving throw. Regains 1d4 +3 charges on a long rest.
 
Wand of Beholder, Paralyzing (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to give a creature within 60ft the Paralyzed condition for 1 minute vs DC 15 Constitution saving throw. Regains 1d4 +3 charges on a long rest.
 
Wand of Beholder, Sleep (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to cause a creature within 60ft to fall Unconscious for 1 minute vs DC 15 Wisdom saving throw. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. Regains 1d4 +3 charges on a long rest.
 
Wand of Beholder, Slow (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to target a creature with a DC 15 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regains 1d4 +3 charges on a long rest.
 
Wand of the Lesser Beholder, Aversion (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to weaken a creature within 60ft vs DC 15 Charisma saving throw. On a failed saving throw, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regains 1d4 +3 charges on a long rest.
 
Wand of the Lesser Beholder, Fire (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to deal 5d10 fire damage to a creature vs DC 15 Dexterity saving throw. Regains 1d4 +3 charges on a long rest.
 
Wand of the Lesser Beholder, Psychic (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to deal 6d8 psychic damage to a creature vs DC 15 Intelligence saving throw. Regains 1d4 +3 charges on a long rest.
 
Wand of the Lesser Beholder, Pushing (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to push a creature within 60ft, 15ft vs DC 15 Strength saving throw. On a failed saving throw, the targets speed is halved until the start of your next turn. Regains 1d4 +3 charges on a long rest.
 
Wand of the Lesser Beholder, Stunning (600gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to make a creature Stunned within 60ft vs DC 15 Constitution saving throw. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. Regains 1d4 +3 charges on a long rest.
 
Pipes of Haunting (750gp): 3 Charges You can make creatures within 30ft of you Frightened for 1 minute versus Wisdom 15 DC. You can allows non-hostiles to succeed, creatures that succeed are immune for 24 hours. The pipes regain 1d3 expended Charges after a long rest.
 
Wand of Web (1,500gp): 7 Charges While holding it, you can use an action to expend 1 of its Charges to cast the Web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges on a long rest.
 
Chaos-infued Shard (1,800gp): This chunk of rock or wood came from a place of Chaos magic. You can attach this shard to your spellcaster foci. When you cast a spell above 1st level, Wild Magic Surge table.
 
Wand of Fear (3,000gp): 7 Charges You can expend a charge to cast Fear (save DC 15), using an additional charge to up-cast the spell. The wand regains 1d6 + 1 expended Charges after a long rest.
 
Wand of Fireballs (3,000gp): 7 Charges You can expend a charge to cast Fireball (save DC 15), using an additional charge to up-cast the spell. The wand regains 1d6 + 1 expended Charges after a long rest.
 
Wand of Lightning Bolts (3,000gp): 7 Charges You can expend a charge to cast Lightning Bolt (save DC 15), using an additional charge to up-cast the spell. The wand regains 1d6 + 1 expended Charges after a long rest.
 
Tome of the Archivist (4,500gp): This magical tome can be used to transform your spells known. When you find one of these magical tomes, it is dedicated to one of the eight schools of magic. You can spend 1 minute to transform a spell you know into another spell, but that spell must be of the chosen school of magic.
 
 

Weapon

Magical weapons often contain damaging spells, or elemental forces to harm your foes.
 
Thief's Dagger (500gp): This dagger makes no sound when it is dropped or hits any surface. As an action you can transform it and its scabbard into a belt pouch, adjusting its appearance so it matches your outfit. While in this form it does not radiate magic and can only be seen with a true seeing spell or similar magic. As a bonus action you can make the dagger revert to its normal form.
 
 

Wondrous Items

Magical items that do not fit into the above catagories.
 
Immovable Rod (750gp): This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
 
Lantern of Revealing (1,000gp): While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
 
Portable Hole (1,400gp): This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter, with a 10ft deep interdimensional hole.
 
Deck of Illusion (1,600gp): A box containing a set of cards (roll a d20 to determine how many cards are left). When drawn, they create an illusion (Investigation DC 13) that stays as long as you’re within 120ft of it.
 
Dimensional Shackles (2,500gp): These adjust to fit a creature of Small to Large size, making them unable to teleport via extra-dimensional movement. Once every 30 days, the bound creature can make a DC 30 Athletics check to attempt to destroy the shackles.
 
Arcane Grimoire (3,000gp): You can use this book as a spellbook. In addition, when you use your Arcane Recovery or Sorcerous Recovery feature, you can increase the number of spell slot levels you regain by 1.
 
Figurine of Power, Raven (3,800gp): This small silver figurine of a raven allows you to summon a Raven Familiar as if casting Find Familiar. The raven can mimic speech but only stays active for 12 hours before transforming back into the figurine. This ability recharges on a long rest.
 
Bronze Pearl of Power (4,500gp): While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 2nd Level or higher, the new slot is 1st Level. Once you have used the pearl, it can't be used again until your next long rest.
 
 

Attunement Items


The earliest examples of attunment items adventurers come across. They require a significant portion of magical power compared to the non-attunement items, with most characters being limited to three active at any one time.
 

Armour

Magical sources placed onto armour are often, but not always, related to defense or stealth.
 
Mariner's Armour (650gp): While wearing this armour, you gain a 45ft swim speed and your weapons are unaffected by water.
 
Armour of the Roseflame (1,000gp): While wearing this armour, you gain a 1d4 bonus against Frightened affects. If you succeed in a saving throw against Frightened, you gain temporary hit points equal to your level.
 
Psi Crystal Armour (1,200gp): While wearing this armour, you gain a 1d4 bonus to all Wisdom and Intelligence saving throws.
 
Reinforcing Armour (1,200gp): While wearing this armor, you gain a 1d4 bonus to all Constitution and Strength saving throws.
 
Ancestral Orcish Armour (1,500gp): While wearing this armour, when you are reduced to 0 hit points, but not killed outright, you can choose to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
 
Addergrease Armour (2,000gp): 4 Charges When an attack misses you, you can use 1 charge and a reaction to cast Poison Spray as long as the target is within range. This armour regains 1d3 +1 charges on a long rest.
 
Throwing Shield (2,500gp): This shield was large rounded edges, and the runes of this shield seem to be attracted to the hands of the wielder. This shield is also considered to be a light hammer as well as a shield. When this shield is thrown, it uses the statistics of the light hammer weapon. The shield returns to the grip of the wielder after the attack, if able.
 
Armour of Durability (3,500gp): 3 Charges As a bonus action you can expend 1 charge and gain 5 temporary hit points, and a 1d4 bonus to constitution saving throws. These effects last 1 minute. The armour regains 1d3 +1 charges on a long rest.
 
Sentinel Shield (4,000gp): While holding this shield, you have advantage on initiative rolls and Perception checks.
 
Armour of Resistance (4,500gp): You gain resistance in one of the following types of damage; Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder.
 
 

Clothing

These are magical items that are worn on your person and are often available in a variety of cuts and designs.
 
Shocking Glove (1,000gp): 5 Charges You can expend between 1 and 3 charges to cast Taser. This item regains 1d3 +2 charges on a long rest.
 
Cloak of the Bat (1,500gp): Grants advantage on Stealth, and grants Flying 40ft when in dim light or darkness. In dim light or darkness you can cast Polymorph into a bat with your Intelligence, Wisdom and Charisma scores. This expended ability is regained after a long rest.
 
Hat of Comprehending Languages (1,750gp): While wearing this hit, you can use an action to cast the Comprehend Languages spell from it at will. The spell ends if the hat is removed.
 
Hat of Disguise (1,800gp): While wearing this hat, you can use an action to cast the Disguise Self spell from it at will. The spell ends if the hat is removed.
 
Belt of Dwarvenkind (2,000gp): +2 Constitution, advantage on Persuasion checks with Dwarves, Resistance against Poison, 60ft of Darkvision, and you know Dwarvish.
 
Gloves of Missile Snaring (2,500gp): When hit by a ranged attack, you can use your Reaction to reduce the damage by 1d10 + your Dexterity modifier. If you reduce the damage to 0, you can catch the missile.
 
Boots of Balance (3,000gp): 5 Charges While wearing them you can use a bonus action to gain advantage in any Dexterity (Acrobatics) check that involves movement, such as walking on a rope or on a rooftop. The boots regain 1d4+1 charges on a long rest.
 
Cloak of Displacement (3,500gp): All attack rolls against you have disadvantage, but if you take damage it ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move, or the attacker has Truesight.
 
Gauntlets of Ogre Power (3,500gp): Wearing these gauntlets changes your strength score to 20.
 
Helm of Telepathy (4,500gp): You can cast Detect Thoughts (Save DC 15) from it at will, and can use a Bonus Action to telepathically communicate with your focus. You can also cast Suggestion (Save DC equal to yours), but this expended ability is regained after a long rest.
 
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Ring of Healer's Heroism (1,200gp): When you use an action to restore hit points to a creature other than yourself while wearing this winged ring, you become infused with heroism. You gain temporary hit points equal to your spellcasting modifier, and until the end of your next turn, you are immune to being frightened.
 
Amulet of the Devout (1,500gp): While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until your next long rest.
 
Amulet of Health (3,000gp): Wearing this amulet changes your Constitution score to 20.
 
Ring of Tongues (3,200gp): When you shake hands with another humanoid, you gain proficiency in their native language until your next short rest. This ability is regained after a long rest.
 
Ring of Angelic Perception (3,600gp): While wearing this ring, lies tend to fall distinctly on your ears. You have advantage on Insight checks to determine whether someone is lying to you, even if your character would otherwise be unable to distinguish them.
 
Ring of Evasion (4,200gp): 3 Charges When you fail a Dexterity Saving Throw expend a charge to succeed instread. The ring regains 1d3 charges after a long rest.
 
Ring of Spell Storing (4,500gp): 5 Charges Can store up to 5 charges within (1st level = 1 charge, 2nd level = 2 charges, etc.) The spells are stored with the spell attack or DC of the original caster.
 
Headband of Intellect (4,800gp): When worn, your Intelligence score is set to 20 and cannot be reduced by any means.
 
 

Spellcaster Foci

These are spellcaster foci, but with additional spell affects woven into the items for variety of affects.
 
Pipes of the Sewers (1,200gp): 3 Charges Rats ignore you while attuned to this item. You can expend a charge to cause rats nearby to swarm. The pipes regain 1d3 charges after a long rest.
 
Rhythm-maker's Instrument (1,500gp): While holding this, you can as an action, regain half (rounded down) of your Bardic Inspiration feature. Once this property is used, it can't be used again until your next long rest.
 
Aegis' Foci (3,000gp): This musical instrument or arcane spellcaster focus has access to several abilities. When you cast an Abjuration spell, you gain your proficiency bonus in temporary hit points. It also has access to the following spells; Barkskin, Protection from Energy, Protection from Evil and Good, Protection from Poison. Once a spell is cast, you cannot cast them until you have had a long rest.
 
Nature's Focus (3,500gp): This musical instrument or arcane spellcaster focus has access to several abilities. When you cast a spell that causes the targets to become charmed on a failed save, the target has disadvantage on the saving throw. It also has access to the following spells; Animal Friendship, Entangle, Faerie Fire, Speak with Animals. Once a spell is cast, you cannot cast them until you have had a long rest.
 
Dowager's Finger (4,000gp): This musical instrument or arcane spellcaster focus has access to several abilities. When you deal necrotic damage they take an additional 1d6 damage, and when you summon undead creatures they start with 1d6 + spellcaster modifier temporary hit points. It also has access to the following spells; Assassin’s Burial, Gentle Repose, Speak with Dead, Summon Undead. Once a spell is cast, you cannot cast them until you have had a long rest.
 
The Healer's Loom (4,500gp): This musical instrument or arcane spellcaster focus has access to several abilities. When you cast a spell that restores a creatures hit points, you can add 1d8 additional hit points to one of the healing roll. It also has access to the following spells; Cure Wounds, Heroism, Mass Healing Word. Once a spell is cast, you cannot cast them until you have had a long rest.
 
 

Tattoos

These magical tattoos can be carried in crystal vials, and need someone proficient in Disguise to apply them.
 
Masquerade (500gp): This tattoo takes up one of your attunement slots, and occupies 6 inches of skin, and appears on your skin as whatever you desire. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. As an action, you can use the tattoo to cast the Disguise Self spell. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until a long rest.
 
Hidden Blade (650gp): This tattoo takes up one of your attunement slots and has to occupy at least half a limb or the scalp, and is a stylised form of a weapon. While the tattoo is on your skin, you can, as a bonus action, cause the tattoo to conjure the weapon shown in the tattoo. You can sheath the weapon back into the tattoo as an action.
 
Coiling Grasp (750gp): This tattoo takes up one of your attunement slots and has to occupy at least half a limb or the scalp, and has a long intertwining designs. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be Grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
 
Eldritch Claw (800gp): This tattoo takes up one of your attunement slots and has to occupy at least half a limb or the scalp, and depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until your next long rest.
 
Light Barrier (1,000gp): This tattoo takes up one of your attunement slots and has to occupy at least half a limb or the scalp, incorporating designs that resemble liquid metal and symbols of defence. When you are not wearing armour it grants you a +2 to AC, and this benefit is still gained using a shield.
 
 

Weapon

Magical weapons often contain damaging spells, or elemental forces to harm your foes.
 
Daystar Blade (600gp): 3 Charges While carrying this blade, your weapon attacks deal an additional 1d6 radiant damage to fiends and undead. You can expend 1 charge to cast Daylight. This sword regains 1d3 charges after a long rest.
 
Bloodscent Weapon (650gp): 5 Charges This weapon can shed 15ft of bright red light if you choose. You can expend 1 charge to cause a creature to pay attention to you, granting disadvantage on perception checks against other creatures. If the creature is one who feeds on blood or radiant energy, it has disadvantage on all attacks and ability checks made against creatures other than you. This weapon regains 1d4 +1 charges on a long rest.
 
Embrasure (680gp): Oh God Oh God, why are you attacking me?!? As a reaction to a melee attack you can cast Shield of Faith on yourself, if the difference in AC causes the attack to miss you can move 10ft as a free action. You regain this feature on a short rest.
 
Bow of Faerie Fire (700gp): 3 Charges When a target takes damage from a ranged weapon attack made with this magic bow, you can expend 1 charge to force the target to make a Dexterity saving throw. On a failed save, the target sheds greenish dim light in a 10-foot-radius for 1 minute. While the target sheds this light, attacks against it are made with advantage. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on a success. This bow regains 1d3 charges on a long rest.
 
Weapon of Returning (800gp): When you thrown this item, it returns to your hand.
 
Weapon of Farshot (900gp): While using this weapon, the ranges are tripled.
 
Weapon of Parrying (1,000gp): This weapon allows its user to help defect blows with ease, regardless of training. When you are hit with a melee attack, you can subtract 1d6 + your choice of Strength or Dexterity modifier from the damage. If you have maneuver die, you can use that instead of 1d6. This feature is regained after a short rest.
 
Bow of Pinning (1,100gp): This bow has a talent for pinning targets against nearby walls. When you fire a projectile, the target must make a Strength saving throw, or be Grappled by the projectile. The target must make an Action to free themselves from the surface. This feature is regained after a short rest.
 
Weapon of the Sea-Elves (1,200gp): 3 Charges While you carry it, you can use an action and expend 1 charge to cast Dominate Beast from it on a beast that has an innate Swimming speed. The Trident regains 1d3 expended charges on a long rest.
 
Keeper Weapon (1,800gp): You can use an action to speak this weapon's Command Word and throw it on the ground within 10 feet of you. The weapon transforms into a 1st level creature as per the Find Familiar spell. If the Familiar is reduced to 0 Hit Points or you choose to end the spell, the weapon reappears back at your side. This property is restored on a long rest, or you can expend a spell slot of 1st level or higher to reuse the ability (the Find Familiar spell is cast at the level of the spell slot used).
 
Weapon of Lightning (2,400gp): This weapon must have the thrown property. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the weapon plus 4d6 lightning damage. The javelin's property can't be used again until the next long rest.
 
Wrappings of Sirel's Breath (2,800gp): While wearing this wraps, you can choose to deal fire instead of bludgeoning damage for your unarmed attacks. Once per long rest you can cast Burning Hands at a level equal to your proficiency bonus.
 
Weapon of Warning (3,200gp): This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
 
Spellfire Bow (3,800gp): This bow allows you to fire your spells a little further. If you’re attuned to the bow, you are proficient with it and can use it as a spellcasting focus. When you cast a spell that has a range of 5 feet or greater, its range increases by 30 feet.
 
Elven Songblade (4,200gp): This blade creates a musical note when swung through the air, allowing a skilled musician to make music and empower themselves. This weapon can be used as an arcane focus by anyone with proficiency in a music instrument. While Concentrating on a spell cast using this Blade, you gain a +2 to your AC and any Concentration Saving Throws.
 

Wondrous Items

Magical items that do not fit into the above catagories.
 
Hellfire Stone (600gp): 3 Charges You can expend 1 charge to add your Charisma modifier to a fire damage roll. The stone regains 1d3 charges on a short rest.
 
Rope of The Rigger (800gp): This rope is 60 feet long and weighs 6 pounds. If you hold one end of the rope and use an action to speak its Command Word, the other end darts forward to Entangle a creature or object you can see within 60 feet of you. The target must succeed on a Dexterity saving throw or become Restrained, objects automatically fail. A target Restrained by the rope can use an action to make an Escape Check (Strength (Athletics) or Dexterity (Acrobatics) check, target's choice). On a success, the creature is no longer Restrained by the rope. You can release the creature or object by using a Bonus Action to speak a second Command Word. The rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is disabled until the next short rest.

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Falme.

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