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Rare Magical Goods

Non-attunement Items


The following are non-attunement magical items that are rare.
 

Armour

Magical sources placed onto armour are often, but not always, related to defense or stealth.
 
Glamoured Armour (6,000gp): You can use a bonus action to speak the armour's command word and cause the armour to assume the apopearance of a normal set of clothing of some other kind of armour. The armour maintains it's original weight, bulk and properties, merely casting an illusionary apperance.
 
Elven Chain (12,000gp): This incredibly thin and delicately woven mithril shirt does not require armour proficiency to wear, but behaves like Brigandine armour for the purposes of calculating armour class and armour tags.
 
 

Clothing

These are magical items that are worn on your person and are often available in a variety of cuts and designs.
 
Bracers of Defence (5,000gp): While wearing these bracers with no armour and no shield, you gain +2 AC.
 
Cape of the Mountebank (10,000gp): This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door while obsuring the space you teleported from/to. This ability can't be used again until you have a short rest.
 
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Ioun Stone of Sustenance (5,000gp): You don't need to eat or drink while this clear spindle orbits your head.
 
Ioun Stone of Adherence (15,000gp): While this sticky black pyramid orbits your head, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
 
Ioun Stone of Awareness (15,000gp): You can’t be surprised while this dark blue rhomboid orbits your head.
 
Ioun Stone of Aquatics (15,000gp): You have a swim speed of 50 feet while this blue ellipsoid orbits your head.
 
Ioun Stone of Control (15,000gp): 2d20 +10 Charges You can expend between 1 and 5 charges to cast Command (Spell Save DC 15).
 
Ioun Stone of Divulgence (15,000gp): While this white and blue checkered cube orbits your head, you can communicate telepathically to creatures within 60ft of you. If you are already telepathic that range increases by 60ft.
 
Ioun Stone of Filtration (15,000gp): While this rough-hewn granite cube orbits your head, you gain resilience against harsh and extreme environments. You also have advantage on saving throws made against harmful gases and vapours (such as Cloudkill and Stinking Cloud effects, inhaled poisons, and the breath weapons of some dragons).
 
Ioun Stone of Hallowing (15,000gp): You gain the ability to ward yourself; you must choose either aberrations, celestials, elementals, fey, fiends, or undead. You gain advantage on Wisdom and Charisma saves against the selected subtype for the next 8 hours. You regain this ability after a long rest.
 
Ioun Stone of Nondetection (15,000gp): You are immune to magic meant to discern your location. You also cannot be perceived through scrying sensors while this dark gray gem orbits your head.
 
Ioun Stone of Echolocation (35,000gp): While this white hyperboloid orbits your head, you gain the ability to echolocate. You have blindsight out to 30 feet, though you lose this trait when you are Deafened. Due to your heightened sense of hearing, you are vulnerable to thunder damage.
 
Ioun Stone of Elemental Aptitude (35,000gp): While this silvery marbled ellipsoid orbits your head, your spells that inflict a specific elemental damage type gain a bonus equal to your proficiency to the spell’s total damage.
 
Ioun Stone of Empathy (35,000gp): As an action, you can touch a creature and magically know the creature's current emotional state. If the target fails a Charisma saving throw, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
 
Ioun Stone of Interception (35,000gp): 30 Charges When you are hit by a ranged weapon attack, you can use your reaction to send this iron-marbled milk-coloured stone to intercept it. The stone makes a 1d20 + your proficiency + 4 roll against a ranged attack roll (magic or weapon), if the roll exceeds the attack roll you can reduce the damage by 1d8 + 4. Each point of damage expends a charge from the stone. The stone regains 3d8 + 4 charges after a long rest.
 
Ioun Stone of Reserve (35,000gp): 3 Charges You can store 3 charges worth of spells into this vibrant purple prism.
 
Ioun Stone of Sturdiness (35,000gp): While this gray and white-flecked cuboid orbits your head, your hit points increase by 3 points per your character level.
 
Ioun Stone of Swiftness (35,000gp): This spinning blue orb crackles with electricity. While it orbits your head, your walking speed increases by 10 feet.
 
 

Weapon

Magical weapons often contain damaging spells, or elemental forces to harm your foes.
 
Vicious Weapon (10,000gp): When you roll a natural 20 on your attack roll, this weapon deals an extra 2d6 weapon damage.
 
 

Wondrous Items

Magical items that do not fit into the above catagories.
 
Horseshoes of Speed (5,000gp): These horseshoes increase your mounts speed by 30ft.
 
Handy Haversack (10,000gp): A massive series of pocket spaces that can hold 5,000 pounds of equipment and objects no longer than 8 feet. The object can be easily retrieved by using a bonus action to reach into the pocket.
 
Coin of Many Faces (22,000gp): 3 Charges As a bonus action you can expend 1 charge to flip the coin in the air and use the Command Word (“Call It” in Tethyrian), you cast Mirror Image on yourself. This item regains 1d3 charges on a long rest.
 
Silver Pearl of Power (34,000gp): 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 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until your next long rest.
 
Figurine of Power, Beast (38,000gp): This golden figurine is carved into a particular type of beast, and allows you to summon a spiritual creature as if casting Find Steed at second level. The creature can stay active for 8 hours before transforming back into the figurine. This ability recharges on a long rest.
 
Folding Boat (42,000gp): This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three Command words, each requiring you to use an action to speak it. One Command Word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second Command Word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third Command Word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any Objects in the vessel that can't fit inside the box remain outside the box as it folds. Any Objects in the vessel that can fit inside the box do so.
 
 

Attunement Items


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.
 
Armour of Starlight (7,000gp): 5 Charges When you are hit with an attack, you can use your reaction to expend 1 charge, causing the stars on the clothes to explode with light. The attacker must make a Wisdom saving throw or be Blinded until the end of their next turn. You can also choose to shed 15ft of dim light. This armour regains 1d3 +2 charge per night in open sky.
 
Arrow-catcher Shield (8,000gp): Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
 
Wolfcowl Armour (10,000gp): While wearing this armour, you can spend an action to howl with a horrifying sound, all creatures you wish with 60ft are Frightened versus a Wisdom Saving Throw. You also have advantage on Animal Handling checks with canines and canine-like creatures, and Survival checks to track animals.
 
Rat Form Armour (14,000gp): Made of many, many tiny hides of rats, with tassels that are made of rat tails. While wearing this armor, you gain proficiency in Stealth if you don’t have it already, and expertise in Stealth if you are proficient. You can also cast Polymorph on yourself to turn into a tiny rat once per long rest as an action. The Polymorph can be ended early with a bonus action.
 
Laughing Death Armour (16,000gp): 3 Charges While wearing this armour, you have resistance to necrotic damage. When hit by a melee weapon attack, you can cast Inflict Wounds at a 2nd level as a reaction. This causes a loud cackling that can be heard within 100ft.
 
Armour of At'ar (18,000gp): While wearing this armour, you have resistance against fire and radiant damage.
 
Armour of the Nullifiers (20,000gp): Whenever you succeed on a saving throw and take half damage, you may choose to take no damage. You can also cast Dispel Magic at 4th level, this ability is regained on a long rest.
 
Dragonscale Shield (25,000gp): This magical platinum shield has an empty setting in the center. If a dragonscale is placed within the center, the shield grants resistance to the type of element the dragon is resistant to. It requires an action to swap out the scale.
 
Shield of the Pink Rose (28,000gp): 5 Charges This shield was created by a Paladin Order of Sune, made to maximum their healing without the presence of clerics. When a creature nearby is healed, you can expend 1 charge and your reaction to maximum the healing roll and add your choice of your Wisdom, Intelligence or Charisma modifier.
 
Animated Shield (30,000gp): Use a bonus action and the shield floats around you for the next minute, granting you its AC bonus.
 
Spellguard Shield (40,000gp): While holding this Shield, you have advantage on Saving Throws against Spells and other magical Effects, and spell attacks have disadvantage against you.
 
Armor of Arcane Absorption (45,000gp): When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points spent.
 
 

Clothing

These are magical items that are worn on your person and are often available in a variety of cuts and designs.
 
Wings of Flying (7,000gp): While wearing this cloak, you can use an action to turn the cloak into a pair of bat wings or bird wings (60ft flying speed) on your back for up to 1 hour. This ability recharges after 1d4 hours.
 
Eyepatch of Jarlaxle (9,000gp): 3 Charges This eyepatch allows you to expend 1 charge to cast See Invisibility.
 
Belt of Stone Giant Strength (12,000gp): Wearing this belt changes your strength score to 22.
 
Boots of Speed (15,000gp): Use a Bonus Action double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll for the next ten minutes. You regain the expended use of these boots after a long rest.
 
Cloak of the Bat (17,000gp): While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or Darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or Darkness, you lose this flying speed. While wearing the cloak in an area of dim light or Darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
 
Inquisitor's Hat (20,000gp): 5 Charges While wearing this helm, you can expend 1 charge to cast Detect Thoughts. It regains 1d3 +2 charges on a long rest.
 
Gauntlet of Heat (22,000gp): 7 Charges These gauntlets are capable of generating heat and fire on command. While attuned to them, you can use your action to cast: Flame Slash (1 charge), Burning Hands (2 charges). You regain 1d6 +1 charges on a long rest.
 
Belt of Frost Giant Strength (35,000gp): Wearing this belt changes your strength score to 24.
 
Healer's Sash (35,000gp): A pure white silk sash that wraps around your waist. In addition, you can use an action to cast the Cure Wounds spell on yourself. The spell is cast at 4th level using your spellcasting ability modifier. If you do not have any spellcasting ability, the spellcasting ability modifier is +1. Once used, this property of the armor can't be used again until the next long rest.
 
Helm of Teleportation (45,000gp): 3 Charges While wearing the helm, you can expend 1 charge to cast Teleport. This item regains 1d3 expended charges on a long rest.
 
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Periapt of Proof Against Poison (5,000gp): While wearing this necklace, you are immune to poisons and the Poisoned condition.
 
Ring of Conjuring Ammunition (7,000gp): 25 Charges This item allows you to expend 1 charge to conjure magical ammunition, providing throwing darts as a default. You can choose to expend 10 charges to cast Conjure Barrage. It regains 2d8 +4 charges on a long rest.
 
Ring of Telekinesis (20,000gp): While wearing this ring, you can cast the Telekinesis at will, but you can target only Objects that aren't being worn or carried.
 
Ring of Influence (22,000gp): 5 Charges While wearing this ring, you have advantage on any Charisma checks against humanoids. You use the charges in the ring to cast the following spells; Charm Person, Compelled Query, Suggestion, Suggestion but only on humanoids. The ring regains 1d3 +2 expended charges on a long rest.
 
Ring of Protection (25,000gp): While wearing this ring, your AC is increased by 1.
 
Ring of Shooting Stars (30,000gp): 6 Charges Can cast Dancing Lights and Light at will in dim light or darkness. You can expend 1 charge to cast Faerie Fire (Save DC 17), 2 charges to cast Shatter (radiant instead of thunder, Save DC 17), or 3 charges to cast Ball Lightning (Save DC 17). The ring regains 1d6 expended charges after a long rest.
 
Ring of Free Action (32,000gp): While you wear this ring, Difficult Terrain doesn't cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained.
 
Gift of Graz'zt (40,000gp): While wearing this pendant, you have advantage on Deception, Insight, and Persuasion checks. This jewel allows you to cast the following spells once per long rest; Fiendish Portal, Summon Demon.
 
 

Spellcaster Foci

These are spellcaster foci, but with additional spell affects woven into the items for variety of affects.
 
Wand of the Illithid (10,000gp): 3 Charges A wand crafted from an illithid brainstem. You can expend 1 charge to cast Psionic Blast. This wand regains 1d3 charges on a long rest.
 
Wand of Binding (15,000gp): 7 Charges While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to Escape a grapple. You can also cast the folowing spells; Hold Person (2 charges), Hold Monster (5 charges). It regains 1d6 + 1 expended charges on a long rest.
 
Rod of the Pact Keeper (19,000gp): You can use this rod to replenish one of your Warlock spell slots. Once this properity is used, it can't be used again until your next short rest.
 
Staff of Healing (22,000gp): 10 Charges While holding this staff and casting a healing spell of 2nd level or higher, you regain an expended spell slot one level lower (i.e. a 3rd level healing spell restores a 2nd level spell). Also Prone targets of your healing can stand up using their reaction. You can also use the charges in the staff to cast the following spells;
  • Cantrips: Light, Spare the Dying
  • 1 Charge: Cure Wounds, Heroism, Sanctuary
  • 2 Charges: Lesser Restoration, Prayer of Healing, Warding Bond
  • 3 Charges: Aura of Vitality, Mass Healing Word

The staff regains 1d6 +4 expended charges on a long rest.
 
Willow-Dark Tome (25,000gp): 10 Charges A small spellbook bound in willow bark. Full of rituals and notations in no known language, much of its secrets may remain hidden forever. Those who have borne it swear it whispers from time to time, as quiet as wind rustling a willow tree. You can also cast the folowing spells; Hex (1 charge), Sleep (1 charge), Tasha's Mind Whip (2 charges), Bestow Curse (3 charges). The tome regains 1d6 +4 expended charges on a long rest.
 
Wand of Beholder, Antimagic (26,000gp): 3 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to create a 60ft cone of magical suppression, all spellcasters have their magic reduced. Magical damage is halved, saving throws against their spells are rolled at disdvantage. Regains 1d3 charges on a long rest.
 
Wand of Beholder, Telekinetic (26,000gp): 7 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to telekinetically grip. If the target is a creature, it must succeed on a Strength saving throw or the wielder can move it up to 30ft in any direction. It is restrained by the ray’s telekinetic grip until the start of the wielder’s next turn or until the wielder is Incapacitated. If the target is an object weighing 200 pounds or less that isn’t being worn or carried, it is moved up to 30 ft in any direction. The wielder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. Regains 1d4 +3 charges on a long rest.
 
Tentacle Rod (32,000gp): A far-realm item, a rod with three rubbery tentacles extended from the end. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. On a hit, the tentacle deals 1d8 + strength/dexterity modifier bludgeoning damage. If you hit a single target with all three tentacles, it must make a Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
 
Staff of Emotions (35,000gp): 10 Charges While holding this staff and failing against a spell from the school of Enchantment, you can turn your failed save into a successful one. This property can be reused after a long rest. If you succeed on a saving throw against Enchantment, you can use your reaction and a charge of the staff to turn the spell back on its caster. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Charm Person, Compelled Query, Id Insinuation, Unlocked Potential
  • 2 Charges: Calm Emotions, Suggestion, Thought Shield
  • 3 Charges: Incite Greed, Tongues

The staff regains 1d6 +4 expended charges on a long rest.
 
Staff of the Woodlands (38,000gp): 10 Charges While holding this staff you can spend 1 charge to transform into a living tree, concealing you and any willing creatures within 5ft of you. The tree radiates a faint transmutation aura to Detect Magic. While within the tree you can hear the outside and can feel anyone touching the tree. Any damage done to the tree is transfered to those inside it. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Absorb Elements, Animal Friendship, Fog Cloud, Misty Step, Speak with Animals,
  • 2 Charges: Barkskin, Locate Animals or Plants,
  • 3 Charges: Skewering Vines, Speak with Plants

The staff regains 1d6 +4 expended charges on a long rest.
 
Staff of Shadows (42,000gp): 10 Charges While holding this staff you can expend 1 charge and force a mindless undead creature to make a Wisdom saving throw. On a failure you gain control of that creature. If you are concentrating on a spell, this staff grants you advantage on Hide checks. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Arms of Hadar, Disguise Self, Duskwalk, Hex
  • 2 Charges: Ray of Enfeeblement, See Invisibility, Tasha's Mind Whip
  • 3 Charges: Bestow Curse, Summon Shadowspawn

The staff regains 1d6 +4 expended charges on a long rest.
 
Wand of Beholder, Death (46,000gp): 3 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to dealm 6d10 +15 necrotic damage to a creature within 60ft vs Dexterity saving throw. If this damage reduces the creature to 0 hit points, the target dies. Regains 1d3 charges on a long rest.
 
Wand of Beholder, Disintergration (46,000gp): 3 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to dealm 7d8 +15 force damage to a creature within 60ft vs Dexterity saving throw. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. Regains 1d3 charges on a long rest.
 
Wand of Beholder, Petrification (46,000gp): 3 Charges A wand crafted using a eyestalk of a beholder. You can expend 1 charge to Restrain a creature within 60ft vs Dexterity saving throw. It must repeat the saving throw at the end of its next turn, on a success the effect ends. On a failure, the creature is petrified until freed by the Greater Restoration or similar magic. Regains 1d3 charges on a long rest.
 
 

Tattoos

These magical tattoos can be carried in crystal vials, and need someone proficient in Disguise to apply them.
 
Gravity Falls (5,000gp): 3 Charges This tattoo takes up one of your attunement slots and has to occupy a portion of your back, incorporating symbols of strength and falling. The tattoo has 3 charges, and it regains all expended charges on a long rest. You can spend a bonus action to activate the tattoo, increasing your gravity for 1 minute, and you can choose to end this affect at any time as a free action. While under the effect of this charge, your strength weapon attacks deal an additional 1d6 force damage, and you advantage on saving throws or skill checks against grapple or restrained checks. You have disadvantage against gravity based spells, and cannot be affected by the Feather Fall spell.
 
Second Soul (5,500gp): This tattoo takes up one of your attunement slots and has to occupy at least an entire limb, incorporating symbols of rebirth and spirituality. While this tattoo is on your skin, you have resistance to necrotic damage. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can’t be used again until your next long rest.
 
Skillful (6,250gp): This tattoo takes up one of your attunement slots and has to occupy at least an entire limb, and is stylised to convey a particular physical skill (Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Performance, Persuasion, Sleight of Hand and Stealth). The tattoo either grants you proficiency in the skill, or if you are already proficient allows you to double your proficiency bonus to that skill.
 
Ghost Step (7,000gp): 3 Charges This tattoo takes up one of your attunement slots and has to occupy at least an entire limb, shifts and wavers on the skin, parts of it appearing blurred. The tattoo has 3 charges, and it regains all expended charges on a long rest. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can’t be Grappled or Restrained.
• You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
 
Moderate Barrier (8,000gp): This tattoo takes up one of your attunement slots and has to occupy at least an entire limb, incorporating designs that resemble liquid metal and symbols of defence. When you are not wearing armour it grants you a +5 to AC (Maximum benefit of 2 Dexterity), and this benefit is still gained using a shield.
 
Shadowfell Brand (9,000gp): This tattoo takes up one of your attunement slots and has to occupy at least two limbs or the chest and upper back, dark in color and abstract symbols of darkness and stealth. While it’s on your skin, you have advantage on Dexterity (Stealth) checks. When you take damage, you can use your reaction to become shadowy and insubstantial for a moment, reducing the damage you take by half. Once used, this reaction can’t be used again until you take a long rest.
 
 

Weapon

Magical weapons often contain damaging spells, or elemental forces to harm your foes.
 
Bow of the Elements (5,000gp): 3 Charges When you gain the weapon, choose one of the following damage types; acid, cold, fire, lightning, thunder. You can summon an elemental arrow when you draw the weapon, that arrow deals the elemental type instead of piercing damage. When you expend the first charge the arrow deals an additional 2d4 damage, the second 2d6 extra damage, and the final charge deals an extra 2d8 elemental damage. Regain 1d3 charges on a short rest.
 
Blade of Zehir (7,000gp): You can use the daggers Command word to coat this blade in thick black poison for the next minute. The poison used can be one you have proficiency in and possess a dose of, or a generic 2d10 poison damage. This ability recharges on a short rest.
 
Spellsword (10,000gp): This magical hilt requires access to spell slots of 1st level or higher. Expending a spell slot of 1st or 2nd level, you conjure an arcane blade of 1d6, using your spellcaster modifier instead of Strength or Dexterity. The blade sheds 20ft of bright light and 20ft of dim light around that and lasts for the next 8 hours. You can use a bonus action to withdraw the blade or reignite it. Additionally, you can use an action to shatter the blade, creating a 10ft cone of 3d6 force for all creatures within 10ft (Dexterity saving throw). If you use a 3rd or 4th level spell slot, the sword uses 1d8 for attacks, and deals 4d8 force damage when shattered. 5th or 6th level the sword uses 1d10 and deals 5d10 shatter damage. 7th or 8th level creates a 1d12 blade and 6d12 shatter damage. A 9th or 10th level spell creates a 2d6 blade and 14d6 shatter damage.
 
Taralash Bow (12,000gp): While using this bow, your movement speed increases by 10ft.
 
Battlemaster's Weapon (14,000gp): A weapon that is highly sought after by fighters of the world. While wielding this weapon, using your Action Surge feature allows you to regain up to 3 expended Maneuver die. You regain this ability after a long rest.
 
Flame Tongue Blade (15,000gp): You can use a Bonus Action to speak this magic sword's Command Word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
 
Bow of Rapid Firing (18,000gp): When you take the Attack action on your turn and make at least one ranged weapon attack with this magic bow, you can make one additional attack with it as a bonus action.
 
Lantan Rotor Dagger (20,000gp): When you throw this dagger, you can cause the dagger to flip and spin in the air using a powerful rotor as if casting Cloud of Daggers. This ability cannot be used until the next short rest.
 
Crossbow of Thunderous Escape (22,000gp): You can use this weapon to cast Thunder Step, you regain this ability on a long rest.
 
Vampiric Blade (25,000gp): When you roll a critical hit or bloody a creature with blood, the target takes an extra 3d6 necrotic damage. You gain temporary hit points equal to this extra necrotic damage.
 
Frostbrand Blade (28,000gp): While holding this blade, your attacks deal an additional 2d6 cold damage. You can extinguish all nonmagical flames within 30ft, this property recharges after a short rest.
 
Mace of Confusion (30,000gp): When you hit a creature with this mace, the target must make a Wisdom saving throw. On a failed save, the creature is under the effects of the Confusion spell for 1 minute. At the end of each of its turns, the affected creature can make another Wisdom saving throw. On a success, the effect ends. If the target’s saving throw is successful or the effect ends for it, then the target is immune to this effect for the next 24 hours. Once used, this property of the weapon cannot be used again until the next long rest.
 
Weapon of Terror (30,000gp): 3 Charges While holding this weapon, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, Ending the Effect on itself on a success. The weapon regains 1d3 expended charges on a long rest.
 
Mace of Disruption (32,000gp): While holding this weapon, it sheds bright 20ft light. When you hit a fiend or undead, that creature takes an extra 2d6 radiant damage. It the target has 25 hit points or fewer after taking this damage, it must succeed on a Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.
 
Mace of Restraining (33,000gp): When you hit a creature with this magic weapon, the target must make a Wisdom saving throw. On a failure, the creature is Paralyzed for 1 minute. At the end of each of its turns, the affected creature can make another Wisdom saving throw. On a success, the effect ends.
 
Tajak Blade (35,000gp): 7 Charges You can expend 1 or more charges to cast Magic Missile as a bonus action. The sword regains 1d6 + 1 expended charges on a long rest.
 
Mace of Divine Retribution (38,000gp): As an action, you can slam this magic weapon into the ground in front of you, blasting a streak of divine energy 20-feet long and 5-feet wide. Each creature in the area of effect and on the ground takes 4d6 radiant damage and must make a Strength saving throw. On a failed save, the creature is knocked Prone. Once used, this property cannot be used again until the next long rest.
 
Dancing Sword (40,000gp): Use a Bonus Action to toss this magic sword into the air, where it hovers up to 30ft and attacks a creature with your attack and damage rolls. Each subsequent turn you can use a bonus action to move it up to 30ft and make an attack. After four attacks, it flies up to 30ft towards you and goes in your empty hand or drops to the ground.
 
 

Wondrous Items

Magical items that do not fit into the above catagories.
 
Horn of Blasting (6,000gp): As an action blowing the horn, you blast a 30ft cone of 5d6 thunder damage (audible 600ft away) vs Constitution. On a failed save they are also Deafened, and glass/crystal creatures and objects take double damage. Each use gives the horn 20% of exploding, dealing 10d6 fire damage in the process.
 
Gem of Seeing (15,000gp): 3 Charges As an action you can expend 1 charge to gain 120ft Truesight for the next 10 minutes. The gem regains 1d3 expended Charges after a long rest.
 
Shackles of the Broken Beast (20,000gp): These shackles contain the spirit of a potent beast who died in captivity. A druid than choose to Wild Shape channelling these shackles gains certain properties; Their Wild Shape has the ability to move into the border ethereal plane, and move through solid objects and creatures. If they end their turn within an object, they are shunted to the nearest available space and take 1d10 force damage per 5ft moved. Their Wild Shape duration is also reduced to 1 minute per druid level. Once this property is used, it cannot be used again until after midnight.
 
Basilisk Mask (25,000gp): 5 Charges While wearing this mask, you can use a bonus action to expend 1 charge to Paralyzed a creature, versus a Constitution saving throw, within 30ft for 1 round. This the target fails by more than 5 they also gain vulnerability to thunder and force damage. This item regains 1d3 +2 charges per long rest.
 
Oni Mask of Truth (30,000gp): 3 Charges You expend 1 charge to cast Zone of Truth. This item regains 1d3 charges on a long rest.

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