Arcanist’s Glasses
Wondrous item, rare (requires attunement)
These spectacles of unknown origin have ruby lenses set in platinum wire frames. While wearing these glasses, you gain the follow-ing benefits:
• You have advantage on Intelligence (Arcana) checks, as well as on Wisdom saving throws made against illusion spells.
• You understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. These glasses don’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
• You can use an action to cast the detect magic spell. If you remove the glasses, the spell ends.
While you wear these glasses, the lenses focus your sight on things that are close to you. Eve-rything farther than 30 feet away from you is lightly obscured, and everything farther than 60 feet away is heavily obscured.
Band of Fluidity
Ring, rare
Only humanoids can wear this ring.
This ring has 10 charges. While wearing the ring, you can use an action to expend one of its charges to alter your primary and secondary sexual characteristics in any combination of masculine, feminine, or androgyne. Bone structure can be
altered as well, in any combination (IE feminine face, masculine hips, etc). Your weight, height, and other physical statistics (strength, dexterity, constitution, etc) are not altered.
Your physical form will revert upon removing the ring.
The ring regains 1d6+4 expended charges daily at dawn.
Bloom Mic
Staff, rare (requires attunement by a bard, sorcerer, or warlock)
While attuned to this staff you have advantage on Charisma (Performance) checks and can magically make your voice three times as loud as normal.
This staff has 0 charges at first but can hold up to 30. While attuned to it, you gain charges equal to the spell level of any spell you cast, provided that the spell only has a verbal component. The staff loses 1d4 + 2 charges each dawn.
Power Scream. While holding the staff, you can use an action to cast any spell that you have prepared, expending 2 charges per spell level. If this spell only has a verbal component you gain no charges when cast this way, but you only spend 1 charge per spell level.
Boom Boom Boom. When you would roll thunder damage, you can spend 3 charges to deal max damage instead of rolling.
Duet. When you are targeted by or make a saving throw against a spell, you can spend 5 charges as a reaction to force the spell to target an additional creature within 60 feet. The creature makes its own save against the caster’s spell save DC or the caster rolls a spell attack against the additional target as well.
Flair. You pull the top off the staff as an action and make a Charisma (Performance) check. All creatures within 60 feet must succeed on a Charisma saving throw opposed by your Charisma (Performance) roll or take radiant damage equal to 5 times the number of charges in the staff. On a success they take half as much damage. This drains all the charges in the staff and the staff cannot regain charges for 2d6 days.
Book of House Keeping
Wondrous item, rare (requires attunement)
While attuned to this book you may use it as a spell book and an arcane focus. The first half of the book contains several blank pages.
You can spend one hour focusing on a single building that you own. If you complete the hour without breaking concentration, then the building and all non-living material within it disappears and reappears as an illustration within the blank pages of the first half of the book. If you don’t own the building, then any and all objects that belong to you are kept within the book, instead. Any living creatures contained inside the building gently fall to the ground as the building disappears. As an action, you can cause the building or objects contained within the book to reappear at an unoccupied location on the ground that you can see within 200 feet. When you do so the pages in the first half of the book become blank. You can only have one building, or the objects you own from one building, contained in the book at any time.
Bracers of the Mantis Shrimp
Wondrous Item, rare (requires attunement)
These
dazzling, multi-color bracers are inspired by the mantis shrimp. A
mantis shrimp's punch is so quick that it vaporizes the water around it.
While
wearing these bracers, your Unarmed Strikes are incredibly fast. Your
Unarmed Strikes cause a shockwave of collapsing air, dealing an extra
1d4 thunder damage.
Chest of Wonderswap
Wondrous item, rare
This chest is one of many imbued with powerful domestic magic, connecting it to a network of eager crafters and collectors. Any high-quality crafting material placed in this chest is exchanged for another high-quality material you need when you re-open it.
The magic tethering each of the chests in the network can grow weak if used too often by the same creature. Each time the same creature attempts to use the chest after the first, roll 1d10, and on a result equal to or lower than the number of times you’ve used the chest the trade fails. Waiting one week between successful trades allows the magic to reset.
Sometimes latent domestic magic in old or aban-doned homes and workshops coalesces into a fleeting Chest of Wonderswap. Opening this temporary chest reveals a high-quality material, usually suited to your next project. After the material has been gathered, the temporary chest gently fades away.
Clockworker
Wondrous item, rare (requires attunement)
The Clockworker is a Small object with the following statistics:
Armor Class: 19
Hit Points: 12
Speed: 25 ft.
Damage Immunities: poison, psychic
It can integrate Small or smaller objects into its body and be adapted to a variety of environments.
After attuning to the Clockworker, speaking an activation word of your choice will cause it to spring to life and fulfill any orders you give it until it deacti-vates. The Clockworker will deactivate if it has no active tasks and no commands have been given to it in the past hour. In its deactivated form, it slowly winds itself back up. It gains 1 hour of activity for every 2 hours of rest, to a maximum of 4 hours of activity.
A Clockworker can store items for future use by filling a component slot and integrating them into its body, gaining proficiency with that item if possible. By default, a Clockworker has 3 component slots, and can integrate or activate a stored item as an action. Tiny items use 1 slot when integrated, and Small objects use 2 slots.
As an action, you can order a Clockworker to attack a target with a weapon or use an item that it has integrated into its body. The Clockworker adds +2 to all rolls made to use an item integrated in its body. This includes attack rolls, damage rolls, and ability checks. It adds no other modifiers to these rolls.
Upon a successful DL 4 repair check, you can alter the configuration of the Clockworker to be amphibious (granting it a swim speed of 30 feet and reducing its maximum component slots to 2) or airborne (grant-ing it a fly speed of 30 feet and reducing its maximum component slots to 1).
Collar of Protection
Wondrous item, rare
This magic collar can resize to fit any pet. If you attempt to place this collar on any creature that does not consider itself your pet, or any creature of CR 3 or higher, it simply slips off.
Whenever you spend an hour or more of your long rest doing an activity that this creature enjoys, you gain 2 additional points of crafting stamina for the following day. Such activities might include but are not limited to going for a walk, playing, cuddling, or grooming.
When this creature is reduced to 0 hp it disap-pears, and the collar appears on your person. During your next long rest, you can expend all your hit dice and forgo any healing you would have received from the rest; in exchange, the creature appears next to you with all its hit points restored.
As long as the creature is on the same plane of existence as you, you can teleport the creature to yourself as an action.
Comet’s Tail
Weapon (flail), rare (requires attunement)
Forged from a captured comet, this flail’s head is connected by an icy-hot tether of magical energy. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Make a Wish. As a bonus action you can cause the comet’s orbit to increase from the flail. Until the end of your next turn, your reach with this weapon becomes 60 feet. The next time you hit a creature with this weapon both the target and each creature within 10 feet of it must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.
Star-studded. On hit, you may choose to deal an additional 2d6 radiant damage to your target, up to two times per long rest.
Both properties recharge after one long rest spent beneath a starlit sky.
Edge of Living Light
Weapon (dagger), rare
While the Edge of Living Light can manifest as a cleaver, razor, or even shears, it counts as a dagger when used as a weapon. You have a +1 bonus to attack and damage rolls made with this magical weapon. It has an edge that shines with the telltale gleam of Living Light, a highly volatile form of alien energy.
The Edge holds 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 of its charges to cast the hew spell at 1st level. You can increase the spell slot level by one for each additional charge you expend.
When you make a melee weapon attack with the Edge, you can choose to expend 2 charges to cause the blade, and part of your arm, to become pure energy. If you do, you immediately take 2d6 radiant damage, but all attacks made this round will ignore equipped or natural armor and deal a bonus 2d6 radiant damage to the target on a hit. If the target is an object, max all damage dice.
Furthermore, the Edge cuts with uncanny precision, leaving behind only the cleanest lines. Any crafting materials that are prepared or improved by trimming, cutting, or pruning are considered high-quality materials for crafting purposes when prepared using the Edge.
Everburning Flame
Wondrous item, rare
The Everburning Flame can be placed into any work-space equipment that uses fire. The Flame is subservi-ent to you and will assist with your crafting attempts, but it doesn’t always do so altruistically—depending on its whims, it may tweak your final crafting effort with mischief or even sabotage in mind.
When attuned to the Flame, you gain the Assistance benefit on your crafting attempts. If not attuned to the flame, you must succeed on a DC 16 Charisma (Persuasion) check to entice the Everburning Flame into assisting you.
Once per day, the GM rolls a hidden 1d10 to determine the Flame’s current mood, or determines its mood based on how you have treated it as of late. If you’ve been kind or generous with the Flame, making an offering of gourmet food, exotic kindling, or other rare scraps within the past day, then add +2 to the mood roll.
1 Spiteful - The Flame will introduce an additional minor flaw (not a stacked flaw) to the project, pretending it was an accident.
2 Bored - The crafting time takes half as long, but you’re unable to affect the boon or flaw stacks during the fine-tuning stage.
3-5 Rebellious - The item is mostly unaf-fected, but it turns out an unusual color.
6-8 Chipper - The Flame will add a boon to the boon stack, pretend-ing it was an accident.
10-11 Helpful - The Flame will automat-ically convert a single 1 rolled into a 6. If you roll no 1s, you instead get a boon added to your stack.
12 Enthused - The Flame will automati-cally convert all 1s rolled into 6s.
Sentience. The Everburning Flame is a sentient chaotic neutral object with an Intelligence of 10, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 15 feet.
The Everburning Flame can speak and understands Common and Ignan but cannot read text unless it has been fed to it.
Personality. The Everburning Flame speaks in a small, raspy, and often petulant voice. It’s typically content to be lazy and prefers to be well stoked at all times, but the Flame is intrigued by unusual designs or projects. The Flame is drawn to the fires of volcanoes, particularly Inkwell, and it will regularly express a wish to visit an active caldera. It holds an intimate, secret belief that the Inkwell volcano is its mother. However, the Flame is often hesitant to express any of its sincere feelings of affection, friendship, or optimism, and will usually hide its requests in a dig or insult. For example: “You want me to craft that? Maybe you should take a walk off the rim of a volcano, how about that?”
Feather Token, Seahorse
Wondrous Item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Seahorse: You can use an action to snap the token in half. When you do, there is a flash of light, and a large, rideable, quasi-real seahorse named Seahorsecephalus appears in front of you. This seahorse has a saddle, bit, and bridle specifically fashioned for it. It floats two feet off the ground, hovering in mid-air. Use the statistics of the Warhorse for this creature, with a 60 foot hover speed and swimming speed instead of its movement speed. It can breathe in both air and water. Additionally, Seahorsecephalus is unusually intelligent, and has an intelligence of 6. It can communicate with you telepathically (60 foot range) and knows Common. It can travel 7 miles an hour, or 10 miles if moving at a fast pace.
This seahorse and its equipment lasts 1 hour, or until it drops to 0 hitpoints. After the 1 hour duration, the seahorse gradually slows down and fades, giving the rider 1 minute to dismount. If it reaches 0 hit points, it instantly disappears.
The equipment accompanying it also disappears when it does.
Goblin Watching Your Six
Wondrous item, rare (requires attunement)
At first glance this “cute” backpack could be mistaken for a goblin strapped to your back. While wearing this backpack, you gain the following benefits:
• Your Dexterity score increases by 2, to a maximum of 20.
• While the backpack is on your person, you and any allies within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The backpack will alert you and your allies to enemy presence by screaming (and cursing) in Goblin, which can be heard within 100 feet.
If you aren't a goblin, you gain the following additional benefits while attuned to the backpack:
• You can take the Disengage or Hide action as a bonus action on each of your turns.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Goblin.
• You have a 50 percent chance each day at dawn of your eyes becoming yellow and goblinoid, and your teeth becoming pointed and sharp.
Library Tree
Wondrous item, rare
These magnificent, sentient trees serve as liv-ing bookshelves, cradling dozens of books in their branches, held in place by smaller, curv-ing shoots of leafy wood. A whole forest of such book-bearing plants was created on another plane to preserve the lore of a dying civiliza-tion. The plane-wandering mage known as the Crowngold has given the monks of Candlekeep a whole copse of such trees. Faerûn’s only other specimens grow at Brixmarsh, a failing school of magic on the lawless frontier near the rebuilt Dragon Reach port of Ylraphon.
Nature spirits within the trees care for and maintain their books, and their sentience ani-mates the limbs to foil any attempt to remove a book without observing proper protocols.
A book taken from the library tree’s branches against its wishes is damaged beyond the point of readability.
Two short branches closer to the ground hold an open magical ledger, along with a well of ink and a quill. An Avowed monk, or a seeker of knowledge bearing their secret seal of approval, can borrow a book by writing its title, along with their own name and the date. After doing so, the tree releases the requested book.
If the tree doesn’t contain a copy of the requested book, but that title is available else-where in the Great Library, the tree grows a new copy of the book for the borrower. In this 10-minute process, the tree extrudes a cover from its bark, creates and inks pages from
its own sap and tender heartwood, and uses its fibers to bind a living book. This book can live for up to a month if it is given daily water and sunlight, after which it withers away and becomes unreadable. If the greater restoration spell is cast upon a living book before it withers, it thereafter lasts indefinitely, as long as it has daily water and sunlight.
If you spend 10 minutes reading a book from the tree, you can gain advantage on one Intelligence check relating to a subject detailed in the book.
Mirrogold
Wondrous item, rare (advancement requires attunement)
As a sentient pocket mirror, Mirrogold knows no greater joy than helping you look your best. When you peer into Mirrogold’s mirror, you see your reflection from a different angle, as Mirrogold chooses one (or many) reflective surfaces within 30 feet of you to channel for your styling needs. However, if you successfully make a DC 15 Charisma (Deception) check while disguised as someone else currently on the same plane as you, Mirrogold can be tricked into showing you a reflection of that creature, instead. On a failure, Mirrogold becomes upset with you and refuses to cooperate for 1d6 + 1 days. Disguise kits and spells that change your appearance allow you to bluff Mirrogold based on the assumed appearance.
Mirrogold’s use of reflective surfaces goes both ways: whichever surface Mirrogold is reflecting can be used to see back at you, as well.
Sentience. Mirrogold is a sentient, lawful good wondrous item with an Intelligence of 16, a Wisdom of 8, and a Charisma of 16. It can see and hear normally out to 60 feet. The item can speak, read, and understand Common, Dwarven, Elvish, Gnomish, Halfling, Draconic, and Sylvan. Its voice is anxious but amiable.
Personality. Mirrogold is a stickler for the rules but good at heart. Although helpful by nature, it is principled and honest, and will refuse to
cooperate if asked to participate in fraud. However, this only means that Mirrogold’s many compliments are made with heartfelt sincerity.
A Most Curious Wagon
Wondrous item, rare (requires attunement)
This covered wagon contains an extradimensional space, accessible via the back latch. The latch is roughly 8 feet tall and 3 feet wide. The wagon can hold up to 6 tons, not exceeding a volume of 5000 cubic feet. The wagon weighs 400 pounds, regardless of its contents.
Inside the wagon is a space three times larger than the wagon’s exterior dimensions. Structurally it is made of the same material as the outside; this structural material can’t be removed or otherwise harvested from the wagon without folding in on itself and disappearing. There are no furnishings besides what may be stored within the wagon, which can be arranged
as desired.
You can generate any number of “wagon keys” to distribute freely, granting the bearer access to the wagon interior. If any creature attempts to enter the wagon without a key, they’ll only see a standard, empty wagon. If you are no longer attuned to the wagon, the keys you’ve distributed evaporate harmlessly, and
the objects you held inside of it appear in the closest unoccupied space. Unwanted keys can be reabsorbed by the wagon if brought back inside the extradimen-sional wagon space.
If the wagon is overloaded, its wheels become stuck and it cannot be pushed, dragged, or lifted except by magical means. If the wagon is destroyed, its contents will be tossed up to 30 feet. The space provides a comfortable environment for air-breathing creatures.
Needle of Seeking
Wondrous item, rare (requires attunement)
When used in a crafting project, you may choose to have the needle magically aid you in your attempt. If you succeed in an Intelligence (Arcana) check (vs a DC equal to 10 + the Difficulty Level of your project) while wearing the thimble, the needle will stitch unerringly, guiding your craft check and adding one boon to the project upon completion.
While wearing the thimble you can control the movements of the needle as it floats around you.
As long as the needle is within 60 feet of you can move it up to 30 feet in any direction as a bonus action on your turn.
As an action you can make a ranged weapon attack against a target within 5 feet of the needle. On a hit the needle deals 1 piercing damage and you don’t add your ability modifier to the damage. Attacks with the needle count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
As long as the Needle of Seeking and its thimble are on the same plane of existence they are intrinsically linked. As an action, you can summon one back to whichever one of the pairs you’re currently holding. The item is teleported beside the other with a ring akin to the sound of a pin dropping.
Rod of Flame Extinguishing
Rod, rare (requires attunement)
As an action, you can touch this rod to a burning object or surface and instantly extinguish nonmagical flames that fit within a 5-foot cube.
The rod also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn.
Absorb. You cast the absorb elements spell. Dampen. When a creature or object you can see takes fire damage, you can use your reac-tion to grant all creatures and objects of your choice within 15 feet of you resistance to fire damage, including against the triggering dam-age, until the end of your next turn.
Quench. As an action, you cause the rod to spray a flame-retardant foam in a 30-foot cone. The foam instantly extinguishes all magical and nonmagical flames in the cone, including those caused by alchemist’s fire or spells such as fire shield and wall of fire. The foam is otherwise harmless and evaporates after 1 minute.
Rosewood
Weapon (greatclub), rare (requires attunement)
You gain +1 to attack and damage rolls made using this weapon. It also deals an additional 1d8 bludgeoning damage and can be used as a druidic focus.
When you hit a creature with this weapon, the creature must succeed on a Constitution saving throw against DC 12 or your spell save DC—whichever is higher. On a failure, the target is restrained and begins to turn to wood. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.
The petrification lasts until the creature is freed by the greater restoration spell or other magic. You can only have a number of creatures petrified equal to your Wisdom modifier, but you can choose to dismiss the petrification at will.
Scrying Tapestry
Wondrous item, rare
These 10-foot-square tapestries were first made by the Imaskari Artificers in the sodden twilight of their lost empire. Recently, a Moonsea cult worshiping a being known only as the “Heir of Orcus” (believed to be the rebellious progeny of that loathsome demon lord) has collected five of these tapestries, for use in some inscrutable scheme. Rumors say the cultists now have their eye on a sixth tapestry, which currently hangs in Exaltation, the first and tallest of Candle-keep’s towers.
While within 10 feet of a scrying tapestry you can see, you can concentrate your thoughts ona location you’ve seen before (as if concentrat-ing on a spell). After 10 minutes, the scrying tapestry creates a silent invisible sensor at that location. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
For a duration of up to 10 minutes, as long as you maintain concentration, the tapestry’s sur-face depicts images and emits sounds from the sensor’s location, just as if the tapestry were an open window on the target. After the duration, the tapestry retains the last image it displayed until it’s used again.
After this tapestry is used to scry on a loca-tion, it can’t be used again for 1 hour.
Serving Spoon
Wondrous item, rare (requires attunement)
This smooth wooden spoon smells faintly of rosemary and fresh bread. Once per day, you can place the spoon into a small pot of boiling water and brew for one hour to create an aromatic, flavorful broth.
The process produces a single serving of broth, which retains its potency for one hour as long as it isn’t mixed with any other substance.
A creature who consumes this single serving will experience feelings of safety, familiarity, and community. They have advantage on saves to resist poison and disease. The effect lasts until the creature’s next long rest, or until their hit points are reduced to 0. If you consume the broth, you find it delicious but otherwise don’t gain any benefits.
If the broth is consumed by the same creature three times, then you both become aware of a grow-ing bond. If you both choose to accept the bond, then you regard each other as family. When you are within 15 feet of any target with whom you share this familial bond, you are each granted +2 bonus to all saving throws. Furthermore, the target is unable to take a harmful action against you, or to take any action that might foil any goals you have that they know about, without warning you first. This effect goes both ways.
Stargazer
Wondrous item, rare
During a long rest, if you use the Stargazer and spend an hour observing the night sky you will spot a shooting star. Roll 1d20 and record the result. Once before your next long rest you can replace the result of one die roll, on a die of any type, made by you or another creature you can see with this result. This property can’t be used again until the next dusk.
Sunfish Shield
Armor (shield), rare (requires attunement)
This shield has been crafted to resemble a sunfish (also known as the Mola Mola). While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Additionally, you are resistant to radiant damage while carrying this shield.
This shield has two charges. Both charges restore each day at dawn if the shield was exposed to sunlight for at least an hour on the previous day. As a bonus action, you may expend one of the charges, shooting a ray of light towards a creature. That creature must make a DC14 Constitution saving throw.
On a failed save, that creature takes 1d8 radiant damage and is blinded until your next turn. On a succesful save, that creature takes half as much damage and isn't blinded.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Thorn Walkers
Wondrous item, rare (requires attunement)
These hardy hiking boots grant immunity to any plant-based environmental hazards and resistance to all damage from plant-type creatures. As an action you can cast freedom of movement on yourself. For the duration of this spell, size Large or smaller nonmagical plants move out of your way if there is space for them to do so. Once moved, these plants remain in their new positions even after you’ve passed by. New plants can grow over the area at a pace natural to their species and growing conditions. The boots cannot be used in this way again until dawn the next day.
True Strike Hammer
Weapon (light hammer), rare (requires attunement)
This simple, unassuming hammer can be used both as a craft tool and a light hammer.
When used in a crafting project, you may choose to have the hammer magically aid you in your attempt. If you succeed in an Intelligence (Arcana) check (vs a DC equal to 10 + the difficulty level of your project) while wielding the hammer, you may reduce the stamina cost of the project by 1 (minimum of 0) as the hammer seems to guide your hand effortlessly in your task.
You may choose to invoke the weapon’s magic to strike true, replacing an attack roll against a creature within range with an automatic hit. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Valkyr’s Winged Headband
Wondrous item, rare (requires attunement)
When worn, this winged headband makes you feel as light as a feather. While attuned your movement increases by 10 feet and your weight decreases by half. This weight reduction extends to any equipment you’ve worn for more than an hour since attuning. Equipment returns to full weight as soon as it is unequipped, dropped, or otherwise removed from your person.
As a bonus action, or as a reaction to falling, you can make yourself as light as a feather. Until you end the effect or until 10 minutes have passed (whichever comes first), you are treated as if under the effect of the feather fall spell. You have disadvantage on any spell or effect that includes winds or strong air currents. Attempts to throw you have the same result as trying to throw a regular feather.
You may end this effect as a bonus action on your turn, and you may reactivate it as per the activation rules above provided you have not exceeded 10 minutes’ duration. Once the 10 minutes are expended, this property cannot be used again until you have completed a long rest.
Way Darts
Weapon (darts), rare (requires attunement)
This set of three magical darts grants a +1 bonus to attack and damage rolls. Once attuned, you develop an intrinsic link to the darts: you can blink to any dart’s location within 60 feet of you as a bonus action, or as a reaction to the dart making impact.
If you cannot fit in the same space as the dart, you appear in an unoccupied space within 5 feet. If no space is available within 5 feet, you are moved to the next available open space and take 1 point of force damage for every foot removed. If the dart is stuck to a creature or object, the creature or an adjacent creature can remove it as an object interaction on their turn.
You can will a dart back to you as an bonus action on your turn. Creatures capable of seeing the ethereal can see the tethers between the darts and their owner.