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Deep Delver’s Spelunking
Equipment Pack. 65 lbs. Includes 1 pair of gloves of swimming and climbing, 2 potions of water breathing, a crowbar, a hammer, chalk, boot tips, climbing harness, 10 pitons, 10 days of rations, a healer’s kit, kneepads, elbowpads, a miner’s cap, and 2 waterskins. The pack also has two 50 feet coils of spidersilk rope strapped to the sides of it.

Drow Gunslinger’s Pistol
Type: Weapon (pistol)   Cost: 250 gp   Weight: 3 lbs Ammunition (firearms), Loading, Range (30/90)
Nearly impossible to find at markets, drow firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons and proficiency with a pistol is required for a proficiency bonus to apply to the attack role.
Reload (1). The weapon can be fired a number of times equal to its Reload score before you must spend 1 action to reload. You must have one free hand to reload a firearm.
Misfire (5). Whenever you make an attack roll with a firearm, and the unadjusted dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make have tinker's tools available and make a successful tinker’s tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat using tinker’s tools. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Ammunition. All firearms require bullets and smokepowder to make an attack. Due to their rare nature, ammunition may be near impos-sible to purchase; however, with the proper tools and materials, a character can craft ammunition. Crafting bullets requires smith’s tools or tinker’s tools. Crafting five bullets requires one day of downtime. The five types of bullets known to work in drow gunslinger pistols are:

 Renaissance bullet. The ammunition of a
firearm is destroyed upon use. Renaissance
and modern firearms use bullets.
 Silver bullet. This bullet has a silver jacket. Incendiary bullet. This is a hollow bullet filledwith alchemist’s fire (one flask refined with alchemist’s supplies is enough for five bullets). A creature injured by this ammunition takes an additional 2 (1d4) fire damage. On impact, the bullet creates a flash that can ignite highly flammable material.

 Venom poisoned bullet. This is a hollow bullet filled with serpent venom (one vial is enough for five bullets). A creature injured by this ammunition takes an additional 11 (2d10) poison damage.

 Drow poisoned bullet. This is a hollow bullet  filled with drow poison (one vial is enough for five bullets). A creature injured by this ammuni-tion must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. 

As an alternate method of tracking costs for firing a pistol with a lower administrative burden
(similar to spell component costs), material costs per shot effectively equal 10 gp for a standard bullet, 20 gp for a silvered or incendiary bullet, or 50 gp for a poisoned bullet using drow poison or serpent venom. While not discussed, other types of poisoned bullets are possible.

Faction Loot Satchel
Wondrous item, uncommon
The faction loot satchel is a kind of magical being that safeguards the faction’s funds and valuables. Its innards are connected to a secure coffer within your faction, to which the satchel periodically trans-fers faction items. As an action, you can extract a faction perk item from your satchel with a successful DC 15 Dexterity (Sleight of Hand) check. Failure requires the character wait 10 minutes before trying again. The size of the item extracted must be able to fit into a normal-sized chest. Alter-natively, a character may deposit a similarly-sized item, which transfers ownership to the faction.
When the character gains renown rank 2, a second pouch in the satchel materializes and func-tions like a bag of holding.
If this item is lost or destroyed, the character must find a faction representative for a replace-ment. The physical appearance of the satchel is determined by the Dungeon Master.

This is a variant of the living loot satchel found in Acquisitions Incorporated. This item allows for characters to receive faction items regardless of the character’s location.

Rope, Spidersilk (50 feet)
Type: Mundane item   Cost: 50 gp   Weight: 3 lbs
Made only by sentient giant spiders this rope is sturdier and finer than any other type of rope. This rope has 6 hit points and can be burst with a DC 25 Strength check. It is incredibly supple and slightly adhesive, and thus provides advantage on any Strength or Dexterity checks related to climbing with this rope.

Wondrous item, uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, water-proof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
While almost never found for sale, a packet of smokepowder typically costs 50 gp and a keg costs 5,000 gp. A character proficient in alchemist’s supplies can make smokepowder by spending 2 workweeks of downtime. Raw mate-rials includes giant bat guano, among other things.

Duelist's Wit

Rapier, rare

This ornate dueling rapier is complete with a collection of niches to catch opposing blades. While holding this weapon, you may use your bonus action to make a contested Wisdom
(Insight) check against one creature you can see within 5 feet of you who currently has a weapon in hand.
If successful you may choose to gain advantage on your next attack against the creature or give it disadvantage on the next attack roll it makes against you before the end of its next turn. However, on a failure, the creature may instead choose to gain advantage on its next attack against you or impose disadvantage on your next attack roll against it.

Dust of Wild Magic
Wondrous item, uncommon
The dust of the ground of the Court of the White Bull frequently shifts colors or vibrates, hinting at the erratic and wild magic stored within. You may use an action to throw a handful of wild magic in a 15 foot cone originating from you. Whenever a creature covered in the dust attempts to cast a spell they must roll a d20. On a result of 5 or less, they must roll on the Wild Magic Surge table to create a random magical effect.

Kiss of Steel
Weapon (dagger) rare
This ornate stiletto dagger has the appearance of two androgynous figures entwined with one another leading to a sharp point. When you deal damage with this weapon the target must succeed on a DC 15 Constitution saving throw or suffer 2d6 poison damage. In addition, their lips begin to swell blood red, and they confer their darkest secret telepathically to you.
As a bonus action, pushing the button tucked into the dagger's hilt casts the disguise self spell targeting you. However, this spell can only change your facial features and clothing over your head (such as a mask, hat, or hood). Once this feature has been used, it cannot be used again until the next dawn.

Osben's Letter Opener
Weapon ( dagger) common
This sharped letter opener is curved to a fine point. The ornate engravings into the handle and hilt depict a scholar tirelessly working away. Any letters opened with this blade are magically stored within it. You can command the dagger to read aloud the contents of a letter in a disembodied voice.

Potion, rare
This colorless potion is so clear that the vial looks empty. When you drink this potion you gain a heightened sense of focus that lasts for 1 hour. For the same duration, you have advantage on all Constitution saving throws to maintain concentration on a spell.

Weapon (handaxe) rare (requires attunement)
This worn and well-used cleaver has a pristine ever-sharp edge to it. You gain a + 1 bonus to attack and damage rolls made with this magic weapon that deals maximum damage when the wielder hits a beast. In addition, you automatically succeed on checks when harvesting a beast for meat, gaining the maximum amount of perfectly portioned meat.
You may use your bonus action to speak a command word to have the cleaver fly back to your hand.

Annor (shield) very rare (requires attunement)
This kite shield is blackened and charred in lightning-shaped patterns. At the very top of the shield is a foot long pole with a metal sphere atop it. While holding this shield, you have resistance to lightning and thunder damage.
In addition, while amidst stormy weather, you may command a bolt of lightning to strike the shield and be stored inside. With the lightning stored, you may expend it to cast the lightning bolt spell (spell DC 15 + your proficiency) as an action. Only one bolt of lightning may be stored inside the shield at one time.

Wondrous item, uncommon
This unassuming silver coin bears the symbol of Tymora on one side and Beshaba on the other. As a bonus action, you may flip the coin in the air in hopes of getting the blessing of Tyche. Roll a d20. On an even result you have advantage on your next attack rolL ability check, or saving throw. However, on an odd result, yo disadvantage instead

In addition, once per day you may use an action to divine the outcome of a specific course of action you plan to take within the next 30 minutes. The DM chooses either Tymora for fortune, or Beshaba for misfortune. You cannot use this ability again until the next dawn.

Weapon ( quarterstaff) rare
This staff is designed with a padded end reminiscent of a pole for vaulting. When a creature moves within 10 feet of you, you may use your reaction to force them to make a DC 10 + your Strength modifier saving throw. If they
faiL their speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
Additionally, you may use your action to vault yourself into enemies in an attempt to knock them over. The target must succeed on a DC 12 + your Strength modifier Strength saving throw o be knocked prone and suffer ld8 + your Stre th modifier bludgeoning damage. However, if they succeed, you instead are knocked prone.

Wanq rare (requires attunement by a spellcaster)
This wand has 8 charges for the following properties. It regains ld6 + 1 charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed
As an action for 1 charge, you can invert the intention of a magically enchanted object within 15 feet for 1 minute. The wand has no effect on constructs. Here are so example of the an usages:

Brass Snake Ball
Wondrous item, rare (requires attunement)
Most commonly used by Zobeck and Morgau assassins to strangle sleeping victims, this
heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of
a coiled snake embossed around it. You can command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use armor class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can’t be used again until the next sunset.

Clockwork Gauntlet
Wondrous item, uncommon (requires attunement)
This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges. While wearing the gauntlet, you can expend a charge as a bonus action to make a slam attack.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) bludgeoning damage, and the target must succeed on DC 14 Constitution saving throw or be stunned until the end of your next turn.
The gauntlet regains 1d3 expended charges daily at dawn.

Clockwork Rogue Ring
Ring, uncommon (requires attunement)
Made by kobold clockwork mages for the thieves’ guild of the Zobeck ghetto, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves’ tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage

Gale Javelin
Weapon (javelin), uncommon
The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 12 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone.
Additionally, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone.
The javelin’s property can’t be used again until the next dawn. In the meantime, it can still be used as a magic weapon.

Phasic-Destablisation Caltrops
Wondrous item, rare

These caltrops can be used as if they were regular caltrops, with the added effect that any creature that takes damage from the Caltrops must make a Charisma saving throw with a DC of 15. If the creature fails, they are affected as if by a banishment spell.

Cape of Blades
Wondrous item, rare (requires attunement)

While wearing this cape, when you move within 5 feet of a creature, and then move at least 5 feet away from that creature without stopping, the cape whips around to strike at the creature. The cape's attack is resolved as if you had made an attack with a shortsword, and the attack is resolved before any attacks of opportunity are made. If the attack hits, that creature may not make any attacks of opportunity until the end of your turn. This feature may be used once per turn. If the movement would make multiple creatures eligable for attack by the cape, the creature attuned to it decides which creature is attacked.

In addition, you can choose to magically draw daggers from the cloak as if they were on your person. These daggers are normal daggers in every respect, except that they deal magical damage for the purposes of overcoming resistances. Any daggers drawn from the cloak disappear at the end of your turn.


Belt of Femininity
Wonderous item, common
Only humanoids can wear this belt.
While wearing the belt, you will spontaneously form feminine sexual characteristics, and lose masculine sexual characteristics. For example, a male character’s beard, adam’s apple, and male genitalia will vanish, and be replaced by female characteristics, including breasts and female genitalia. Bone structure will change as well to mirror one’s change in sex, and therefore, a
reasonably attractive male will become a reasonably attractive female, and so on.
One’s weight, height, and other physical statistics (strength, dexterity, constitution, etc) are not altered. This belt will not alter any of the features of a physically female individual who wears it.
Your physical form will revert upon removing the belt.

Belt of Masculinity
Wonderous item, common
Only humanoids can wear this belt.
While wearing the belt, you will spontaneously form masculine sexual characteristics, and lose feminine sexual characteristics. For example, a female character’s breasts and female genitalia will vanish, and be replaced by male characteristics,
including adam’s apple, potential facial hair growth, and male genitalia. Bone structure will change as well to mirror one’s change in sex, and therefore, a reasonably attractive female will become a reasonably attractive male, and so on.
One’s weight, height, and other physical statistics (strength, dexterity, constitution, etc) are not altered. This belt will not alter any of the  features of a physically male individual who wears it.
Your physical form will revert upon removing the belt.

Belt of Androgyny
Wonderous item, common
Only humanoids can wear this belt.
While wearing the belt,
you will spontaneously lose sexual characteristics that distinguish one as male or female specifically. For example, a person wearing a Belt of Androgyny will lack facial hair, breasts, adam’s apple, or any distinctly male or female genitalia (though they maintain the proper functions to urinate without difficulty). Bone structure will change as well, leaving one appearing vaguely prepubescent, though it is obvious they are an adult that is neither distinctly male nor distinctly female. One’s weight, height, and other physical statistics (strength, dexterity, constitution, etc) are not altered.
Your physical form will revert upon removing the belt.

Brixmarsh Cloak
Wondrous item, common
This night-blue cloak of crushed blue velvet bears silver runes on the hem, and on the right shoulder, a heraldic rendering of two tow-ers—the symbol of Brixmarsh, a failing school of magic foolishly built on the outskirts of the Flooded Forest. These cloaks were originally created for that school, in ambitious numbers far higher than its eventual enrollment, but are now issued by the Avowed to apprentices study-ing under masters of the Art.
The cloak has a pocket that magically stretches to hold a single book weighing
7 pounds or less. While in the pocket, a book is protected from all moisture and its weight is reduced to one-tenth of normal, though its shape can be clearly seen bulging through the outside of the cloak. For 1 hour after a book is removed from the pocket, its pages shed a faint pale-blue light—just enough to read it by.

Fleet Map
Wondrous Item, common
Fleet maps are carefully guarded treasures and are a significant liability if they fall into enemy hands. A fleet map is an enchanted world map that displays the real-time location of all other linked fleet maps. Each map is designated as belonging to a specific ship. Thus, if you were able to steal a fleet map from a different ship, your ship would still broadcast its location as though it were the original ship, and you could track other ship movements.

Gnomish Gyro-Focus
Wondrous item, common (requires attunement)
This gnomish device spins with a meditative speed and efficiency, all while maintaining perfect balance. You have advantage on concentration checks while using this as your arcane focus.

Helmsman's Hat
Wondrous Item, common
While wearing this fashionable three-cornered hat (called a tricorne), you always know which direction North is.

Ring of the Linguist
Ring, common
This plain pewter ring sports a black stone of inky obsidian. It holds 1d4 unreplenishable charges of comprehend languages.
Advancement. Once per day, you can attempt to feed the stone a word. Doing so requires a DC 14 Intelligence check to accurately pronounce and define it. Three successes from a single language will cause the stone to turn as clear as water, and a small yellow fish can be seen floating inside. The stone can now act as a translator for that language, though it needs to be held up to the ear and leaves your lobe a little wet afterwards. The stone can learn an unlimited number of languages.
Double advancement. Once the ring knows five languages, the ring regains 1d4 charges of comprehend languages daily at dawn to a maximum of 4 charges.

Tidewatch Pendant
Wondrous Item, common
This circular silver pendant has a flat front. Different hues of blue play out across the front of the amulet in wave patterns.
By taking a few moments to study the pendant you can tell whether it is high or low tide, and relatively how long until the tide starts to change.


Anglerfish Headband
Wondrous Item, uncommon
While wearing this headband, you may speak its command word to manifest or extinguish a small, fist size orb of light that floats just above your head and moves with it. This orb of light sheds 30 feet of dim blue light in a radius around you.
As a bonus action, you may concentrate on the light and make it flicker in a hypnotizing pattern. Each other creature within a 30 foot radius must make a DC10 Wisdom saving throw or be charmed. A creature charmed this way must spend its movement on its next turn to move to the light. A creature with 7 or less intelligence has disadvantage on the saving throw. Once used, this ability can't be used again until
the next dawn.

Astraltrawler Net
Weapon (net), uncommon
This net has golden filaments interwoven into its silken rope.
This, coupled with the enchantments on the net, allow it to hit and restrain ethereal or incorporeal creatures. This net is stronger than a normal net, requiring a creature to make a DC12 Strength check to free itself. If the net is destroyed, it will reknit and repair itself over the course of a week.

Blue Footed Booties
Wondrous Item, uncommon
These fine blue boots are especially fancy with lots of unnecessary frills. As a bonus action, you can activate these boots, letting you walk on water for the next minute. Once this ability is activated, it can't be used again until the next dawn.

Blanket of Napping
Wondrous item, uncommon
This enchanted blanket is warm to the touch and makes you feel drowsy just holding it. The blanket can be used as a net and thrown at a Large or smaller creature. It has two uses:
Someone Needs a Nap. On a successful hit, roll 10d10. If the creature has fewer current hit points than the total it falls unconscious for 1 hour. The crea-ture will wake early if it takes damage, someone uses an action to shake or slap it awake, or someone uses an action to remove the blanket. If a target remains unconscious for the full duration, that target gains the benefit of a short rest.
Powernap. A willing creature can use the net to fall asleep for 10 minutes. Doing so grants the benefits of a short rest.
After falling unconscious from the effects of this blanket, a creature is immune to its effects until it finishes a long rest. Once the blanket successfully puts a creature to sleep it cannot do so again until dawn the following day.

Boots of Other Paths
Wondrous item, uncommon
These fine leather boots lead you down paths you wouldn’t normally take. The product of one wizard’s attempt to maximize her potential for taking challenging paths, these boots disap-pointed their creator in the end, but have proven useful to other wearers, who always come by them unexpectedly.
These boots have 4 charges. You can expend one charge as a bonus action to take the Dash action. When you do so, until the start of your next turn, your movement is unaffected by diffi-cult terrain, and your speed can’t be reduced by spells or other magical effects. The boots regain 1d4 expended charges each day at dawn.

Brooch of the Sea Cucumber
Wondrous Item, uncommon, (requires attunement)
With a beautiful orange hue, this dazzling brooch is the definition of high society fashion. Its effect, less so.
This brooch has 3 charges and regains all expended charges daily at dawn. When a creature within 5 feet damages you, you can use your reaction to expend 1 of the brooch's charges and vomit up bile and non-essential organs (such as your spleen, gallbladder, or appendix) on the attacker. The target must make a DC14 Constitution saving throw. They take 2d10 acid damage on a failed save, or half as much damage on a successful one. Your vomited organs and viscera regrow in a matter of moments.
Additionally, while not using the brooch's other ability, you gain a +2 to Persuasion or Deception checks if the subject at hand is fashion (what looks stylish, what's in fashion, etc.)

Candle of Tomorrow
Wondrous item, uncommon
The secret of creating these silver candles is kept by four churches, those of Oghma, Deneir, Selûne, and Savras. The clergy of all these deities have agreed to keep their methods confidential.
When you light this candle, which requires an action, you specify the duration of its effect, ranging from 1 minute to 24 hours. When you do so, each willing creature within 10 feet of the candle vanishes, along with the candle, for the length of time you chose. For the duration, other creatures can’t perceive, interact with, or affect the target in any way, and the target is unaware of its surroundings.
When the effect ends, each target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. No time passes for the creature between the time of its vanishing and when it returns, and it’s in exactly the same condition as when it vanished. Unlike those it caused to vanish, the candle is lost forever.

Egg of Death
Wondrous item, uncommon
This apparently empty eggshell feels cold to the touch. It was invented by dragonborn sorcerers in Abeir, the twin world of Toril, as part of their covert insurrection against the dragons of Mela-brauth who enslaved them. Since the Spell-plague, many of their descendants now dwell in Tymanther, where they create eggs of death for espionage in their nation’s war against Unther.
As an action, you can break the egg to call forth a corpse identical to what you would look like if you suddenly died, which appears in a space of your choice within 5 feet of you. The corpse is absolutely real, flawlessly passes detailed examination, and registers no traces of magic to suggest its source. Once the corpse appears, the egg is destroyed.
Many scholars believe the body comes from an alternate timeline wherein you truly died. Fate took one path in your own timeline, and a different, fatal one in the other, but the corpse is absolutely yours. The effects of resurrecting the body (if any) are left to the DM’s discretion.

Electric Eel Whip
Weapon (whip), uncommon
This whip's wooden, insulated handle depicts two eels twisted together. It deals an extra 1d4 lightning damage.

Exchequer’s Ledger
Wondrous item, uncommon
This book, filled with ever-changing mystical entries, rests on a simple wooden desk. The ledger was taken from a dragon’s hoard along with the desk it’s attached to, and the two can’t be separated. The ledger appears blank while it’s moving, but once it’s remained station-ary for 24 hours, the ledger’s pages display a detailed list of entries describing each object within 60 feet plus an educated estimate of its monetary value. If an object is a book, the entry also includes its title, author, number of pages, a brief summary of its condition (“pristine,”
“water-stained,” “incomplete,” etc.), and a rough estimate of what year it was created. The ledger does not note whether or not any particular object is a magic item.
While you are touching this ledger, you can use an action to consult its pages and instantly learn the summed monetary value of all objects accounted for by its current list. You instantly know if the total has changed in any way since the last time you consulted the ledger, but not when or by what means.

Fishfinder Rod
Wondrous item, uncommon
When cast, the hook of this rod seeks out the nearest fish within 100 feet, granting advantage on any attempts to hook, lure, or otherwise interact with the fish, even if you cannot see it.
Additionally, upon succeeding on a DC 14 Charisma saving throw when casting, you gain the ability to move the hook up to 50 feet in any direction underwater as an action and you can see through the “eyes” of the hook (which has blindsight with a radius of 30 feet and is blind beyond that distance). During this time, you are blind with regard to your own senses, but can still hear your surroundings and control your body.
You can choose to end this effect as an action, regaining your senses and returning control of the hook to the rod.

Flintlock Rod
Wondrous Item, uncommon
This intricate rod can hold a single rock or metal pellet at a time. When dormant, it is moderately warm to the touch. When fired red runes glow along its wooden handle.
This rod has 3 charges. As an action, you may activate this rod, firing a small metal projectile out of it to attack a target.
This attack has a range of (30/60), uses a +5 to hit, and does 3d6 piercing damage.
After being used, the rod is de-activated, and the wielder must spend an action to load another pellet and re-arm the rod. It regains 1d3 spent charges daily at dawn.

Fugacious Stone
Wondrous item, uncommon
When held, this unassuming pebble sometimes appears to vanish or duplicate itself for a split second, but when you look again, it’s still there, just one pebble, as it was before. Fugacious stones are the collateral damage of learning chronomancy. As wizards experiment with manipulating time by sending objects into the future and summoning items from the past, that magic spills and spreads. Even those who carefully control arcane energy cannot prevent small amounts of magic from splintering off such time-transformed objects, leaving specks of matter that coalesce to form pebbles unstuck in time. Some theorize that fugacious stones aren’t actually destroyed when used. Rather, they are flung to a far point in time where they can be found and used again.
You can use an action to throw this stone at a willing creature within 60 feet of you. The stone instantly flies to the chosen target, and then the stone and the target both vanish. For the next minute, other creatures can’t perceive, interact with, or affect the target in any way, and the target is unaware of its surroundings.
At the start of each of your turns, roll a d4. On a roll of 4, or after the target has been gone for 1 minute, the target immediately reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. No time passes for the target between the time of its vanishing and when it returns, and it’s in exactly the same condition as when it vanished. The fugacious stone does not return;
it is lost forever.

Hand of the Five Fingered Viscount
Wondrous item, uncommon
This stiff, mummified hand rattles when you shake it, like the bones have come loose within. You can use an action to tear off a finger and think of any item you can hold in one hand; the finger transforms into an exact duplicate of that item.
The duplicate does not possess any of the original item’s magical qualities, should it have any, but is otherwise indistinguishable. The transformation is permanent and the finger cannot be reused. Once all the fingers have been used, the remaining palm disintegrates into a fine dust.

Hood of the Edgelord
Wondrous item, uncommon (requires attunement)
When you wear this mysterious black hood, your face is suddenly masked in dark shadow—even when exposed to direct light—and your voice becomes deep and gravelly.
While up, the hood grants you advantage on all Charisma (Intimidation) checks (or grants +2 to such checks, if you already have advantage), and imposes disadvantage on Wisdom (Perception) or Intelligence (Investigation) checks against you.
But the hood can be fickle. Every time the hood is worn (or each day at sunrise if the hood is kept on), roll 1d10. On a 1, the hood transforms into a sparkling flower crown that cannot be removed. The hood’s other properties are lost, but the
flower crown grants  you the ability to cast  the druidcraft cantrip  at will for the duration of the crown's  existence. The effect ends at sunrise the next day, when the crown reverts back into the black hood.

Jack’s Toolkit
Wondrous item, uncommon (requires attunement)
While you are attuned to this toolkit, you can spend 10 minutes concentrating on its contents, choosing any tool you are proficient with. At the end of the 10 minutes the contents of the toolkit will be replaced with a basic but serviceable set of the chosen tools.

Jakkin’s Trick Pony
Wondrous item, uncommon
This item resembles a plain hobby horse with a mane of yellowed yarn, worn velvet button eyes, and a rein of soft golden chain. If you spend an action pantomiming riding a horse, complete with self-made horse noises and a name for your mighty beast, you cast phantom steed. The steed turns back into the hobby horse when the spell ends.
Once used, this property can’t be used again until the next dawn.

Keighton’s Chimes
Wondrous item, uncommon (attunement optional)
Playing these instruments requires a DC 15 Charisma (Performance) check. When played successfully, the chimes conjure spectral illusions that reenact past events in the area within 30 feet of the performance. The more significant the event, the more likely it plays out.
Furthermore, if you are attuned to this item, it gains the following property:
Spells. You can use an action to play the instrument and cast one of the following spells: blur, moonbeam, fog cloud (3rd level), pass without trace.
Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your Charisma as your spellcasting ability and for your spell save DC.

Lip Stickers
Wondrous item, uncommon
Inside this soft silken bag are 1d6 + 1 lip stickers.
A sticker can be applied to a surface as an action to instantly cast the magic mouth spell on that location. Each lip sticker has a unique voice. They can be removed from the surface by hand, dispelling the effect, but cannot be reused.
Advancement. If you attune to Mirrogold and go six days without getting Mirrogold mad at you, you can use Mirrogold as a spell focus. If you line Mirrogold up with your reflection, you create a pocket dimension of energy. You may cast one spell up to a fifth level spell slot into this dimension, and then unleash it as a bonus action. If unused, the dimension evaporates after 8 hours. This dimension cannot be created again until you have completed a long rest.
Lying to Mirrogold causes it to be very disappointed in you, and the advancement must be reearned after it forgives you in 1d6 + 1 days.

Monocle of Appraisal
Wondrous item, uncommon (requires the ability to cast identify)
This small lens is worn over the eye to study items
in intimate detail. Casting identify grants additional information: the item speaks to you in a voice only you can hear and can answer questions about where it has been and what it was used for within the past year. However, it cannot recognize or identify people or creatures who might have used it.

Plucky Gloves
Wondrous item, uncommon
When you don this single fingerless glove, you find your hand is instantly well-manicured (with nails that change color to match your mood) and smells faintly of rosewater. Sometimes floating, ethereal fingers seem to shimmer above your own—but that’s likely just a trick of the light.
Wearing the glove grants proficiency in Sleight of Hand. Furthermore, once per day you can activate the glove’s innate magics to pluck at the strings of life. This can have three effects:
You gain proficiency with thieves’ tools, for one hour.
You gain advantage on Charisma (Performance) checks when playing an instrument, for one hour.
You can spend a bonus action to target a creature’s weak point, tickling them. They subsequently suffer a 1d4 penalty to their next attack or ability check.

Problem Pebble
Wondrous item, uncommon
When you carry this smooth, small rock in your pocket, you may rub it, once per day, to gain advan-tage on saving throws against being frightened; you suffer disadvantage, however, on saving throws against being charmed. This effect lasts one hour.

Quarterstaff of the Fisher-Warrior
Weapon (quarterstaff/whip), uncommon (requires attunement)
This quarterstaff has a fishing line hidden within its core. As a bonus action it can be transformed either into a whip (and fishing rod) or from a whip back to a quarterstaff. You have a +1 bonus to attack and damage rolls made with this magic weapon, and are considered proficient with whips if you are proficient with a quarterstaff.
Additionally, it has the following abilities. Once used, each ability can't be used again until the next dawn:
Big catch (whip only): After hitting a large or smaller creature with an attack, you can attempt to reel them in. You and that creature initiate a Strength contest. If you succeed, the target is pulled up to 10 feet towards you. If you fail, nothing happens.
Catch and release (quarterstaff only): When you hit a creature, you may choose to deliver an extra forceful blow, dealing an extra die of damage. The target must succed on a DC14 Strength saving throw or be knocked back 5 feet and prone.
Belly up: When you hit a creature with a swimming speed, you may choose to deal an extra 2d10 damage (bludgeoning if quarterstaff,  slashing if whip).

That Old Chestnut
Wondrous item, uncommon
This small chestnut feels warm to the touch. When you throw it to the ground it erupts with a small  pop and a puff of warm air. Choose one of the follow-ing effects:
1.    You summon a chestnut mare. The creature is a normal riding horse and seems to have originated from the material plane. It cannot be dispelled and requires food, drink, and rest as a normal horse would. It has no other magical properties.
2.    You create a 5-foot-radius sphere centered on where the chestnut was thrown. All targets within its range must succeed on a DC 17 Wisdom save or be forced to bring up an old argument with one another. If only one target fails the save then they instead begin a heated rehearsal of a recurring argument with an imaginary adversary. Affected targets have disadvantage on Wisdom (Perception) checks and initiative rolls, and rogues gain sneak attack on their first attack against an affected target. This effect lasts for one hour or until any target within the sphere is targeted by an attack.
3. You cast the goodberry spell, but chestnuts. The chestnuts created from the goodberry spell no longer have the qualities of That Old Chestnut, but are warm and delicious, as if freshly roasted.

Unbreakable Thread
Wondrous item, uncommon
This incredibly durable thread is resistant to magic damage and immune to any damage from nonmag-ical sources. A spool has sufficient thread for only one project, regardless of the project’s size. Projects completed using this thread as a high-quality material gain a special quality:
Unbreakable. When the object would take damage from any source, roll a 1d6. On a 4 or higher, the damage is absorbed by the Unbreakable Thread. This only applies to the object, and not to any creature wearing or wielding the object.

Uncanny Inkpots (or Bernie Blotts’ Every Scented Ink-pots) and Sampler Dropper
Wondrous item, uncommon
This small water-resistant bag contains a set of six inkpots; the colors vary from set to set. Each inkpot features a unique but unmistakable
scented ink, determined only upon  opening the inkpot and taking a whiff.  Smells can be pleasant, evocative, or  actively repulsive.
Each pot contains enough ink for at least  one full page of writing, drafting, or illustration. On first using any individual inkpot, roll a 1d4 - 1 (mini-mum 1) to determine the number of uses remaining in the pot.
There is a 50% chance that the inkpots will be accompanied by an enchanted glass dropper that is capable of refilling the inkpots once they are depleted. If the user taps the dropper to an object, that objects scent and color are extracted in ink form, where it can be deposited into an empty inkpot.
Each tap of the dropper extracts 1 use of ink, and the inkpots can each hold a maximum of 4 uses at a time.
If the inks are mixed in the pot, roll a 1d4. On a 4, the inks combine into a medley of evocative and nuanced flavors; otherwise, the  smells cancel each other out and become vague and unrecognizable.


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.

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.

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.

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.

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.

Very Rare

Aganazzar’s Bookcase
Wondrous item, very rare (requires attunement)
This bookcase forces any would-be thief to work much harder for the haul. The first fourteen of these were created a thousand years ago for Neverwinter’s School of Wizardry by the wizard Aganazzar. Half of the original bookcases were later donated to the monks of Candlekeep.
Any book or other item left on one of this bookcase’s shelves for at least 24 hours gains fire resistance, and to any creature other than you, its weight is multiplied by ten. These effects end when an item has been more than 5 feet from the bookcase for 24 hours. You can perform a 1-minute ritual that grants a crea-ture of your choice access to the items on the bookcase; for them, the items do not increase in weight. This effect lasts for 24 hours or until you end it as a bonus action.
In addition, the flying and burrowing speeds of any creature within 30 feet of the bookcase becomes 0.
Attunement to the bookcase requires a long rest instead of a short rest, and being attuned to this item doesn’t count against the number of magic items you can attune to.

Angelsteel Shield
Armor (shield), very rare (requires attunement)
This fine circular steel shield, embossed with gold, is engraved with a symbol of a crown over a kingfisher, with a rose and sword beneath. It grows in power as you grow in prowess, and flickers with light that flows out at times, helping defend your allies. An adventurer who grew up in Candlekeep as the ward of the sage Gorion gave this otherworldly item to the Avowed. It had been left behind by a trio of knights brought from another plane by the power of the Planar Sphere, a magically crafted fortress in Athkatla. While holding this shield, you gain a bonus to AC equal to half your pro-ficiency bonus. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains all expended charges daily at dawn. As a reaction when a creature within 5 feet of you fails a saving throw or is hit by an attack, you can expend 1 charge to grant that creature a bonus to its saving throw or to its AC against the triggering attack, possibly causing the save to succeed or the attack to miss. The bonus the creature gains is equal to your proficiency bonus. Once you expend a charge, you can’t do so again for 1 minute.

Babel Fish
Wondrous Item, very rare
This small yellow fish is highly prized by diplomats, kings, and other dignitaries. Once placed in your ear, the fish lives there happily, letting you instantly understand anything said to you as though it were your native language. You cannot read or speak any additional languages.

Armor (shield), very rare (requires attunement)
Wrought from the core of an ancient mother, this knotwork wooden shield is set with thorny vines and twisting brambles that lash out in your defense.
When attuned to this +1 magic shield you gain resistance to lightning damage and the ability to cast the druidcraft cantrip.
In addition, when a creature misses a melee attack against you, you can use your reaction to make a grapple attempt against them. While wielding this shield, any creature you have grappled takes 1d4 plus your Wisdom modifier in piercing damage at the start of your turn.

Armor (plate), very rare (requires attunement)
When wearing this armor you gain +1 bonus to AC at all times.
As an action, you can draw from a memory of joy, confidence, or communion. When you do, you gain a number of temporary hit points equal to 3 times your level. If a creature hits you with a melee attack while you have these hit points, the creature takes radiant damage equal to 3 times your level.
You also shed 30 feet of bright light while this property is active. Once the temporary hit points are depleted the light shrinks to 15 feet, persisting for an additional ten minutes before going out entirely. Once you have used this property, it cannot be used again until you complete a long rest.

Drawmij's Incredible Fish Tin
Wondrous Item, very rare
This fish tin is enchanted with powerful conjuration magic.
As an action, you may open the tin and speak the name of one of the listed fish below. The tin vanishes, and the chosen fish is pulled from  a demi-plane and magically appears in your hand.
Sawfish: The sawfish has a long, serrated saw nose. You may use the saw as a +2 sword. After 1 hour, the sawfish loses its magic, and the saw becomes too brittle to use as a weapon.
Pufferfish: As an action, you can throw this pufferfish up to 40 feet. When it hits a creature or hard surface, it lets out a visible, poisonous gas in a 20-foot-radius cloud centered at the point of impact. The cloud lasts for 1 minute, or until a strong wind disperses the cloud. When a creature enters the area for the first time or starts its turn there, it must make a DC18 Constitution saving throw.
The creature takes 5d8 poison damage on a failed save, or half on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
Flying Fish: This diminuitive flying fish can be eaten in a single bite. After being consumed, you grow small, silvery wings on your back for one minute. While you have these wings, you have a fly speed of 20 feet, can hover, but have a maximum flight height of 10 feet off the ground.

Frog Plate
Armor (plate), very rare (requires attunement)
When wearing this armor you gain +1 bonus to AC, and can breathe both air and water. You can also jump 3 times the normal distance, but you can’t jump further than your remaining movement would allow.
Once you’re attuned to the Frog Plate, you can cast polymorph on yourself as a bonus action, transforming into a giant frog. While  transformed you retain your Intelligence, Wisdom, and Charisma scores, and you add your level to the giant frog’s hit points and half your level to the giant frog’s attack and damage rolls. The armor can’t be used this way again until the next dawn. Your concentration on this spell is automatically broken with a kiss.

Funniest Joke in the Realm
Wondrous item, very rare
You can pull open this scroll (at your peril) and read it aloud as an action, after which it immediately disappears in a shower of sparkles.
You and every creature that can hear you within 60 feet must succeed on a DC 20 Charisma saving throw or become incapacitated with laughter and fall prone for 1 minute. From this point on, the punchline can be repeated as a bonus action: if a creature within 60 feet that can hear you has previously heard the joke and failed their saving throw, they must make the saving throw again, or become prone and incapacitated for another minute. Once a creature succeeds on the save against this effect they can no longer be affected by this joke. If an affected creature takes damage the effect immediately ends as if they had succeeded on the save.

Monsterhide Apron
Wondrous item, very rare (requires attunement)
This thick leather apron is made of multiple layers of tough hide, harvested from all manner of dangerous creatures. When worn on the outermost layer of clothing or armor, it provides a variety of resistances based on the chosen creature’s hide.
When found, the Monsterhide Apron has 1d3 layers of hide stitched into it, each providing a different resistance. The GM can choose the resistances provided or can roll on the table below.
When creating a Monsterhide Apron from scratch, the crafter must include monster hide as one of the base materials, harvested from an aberration, beast, dragon, or monstrosity that has one of the listed resistances.
A skilled craftsperson can swap out the hides within the apron, or sew in additional hides, with a successful DL 5 repair check. If the apron has inte-grated 3 or more hides, increase the repair DL to 6.
1 - Acid
2 - Cold
3 - Fire
4 - Lightning
5 - Poison
6 - Thunder

Pilfer’s Passe-Partout
Wondrous item, very rare
This elaborate key instantly slides into any door’s lock with a satisfying click; if the door is locked by magical means or otherwise has no keyhole, one appears when the key is passed in front of it. Once the key is turned, the door swings open, revealing a newly-forged passage into the Wilds.
This magically-created entry connects to a preexisting door frame somewhere in the Wilds; the doorway in question is different each time the key is used, opening onto an unpredictable location. As soon as the door closes, it returns to its original state.
On the underside of the key is the inscription: “To Pilfer, my darling sister: as long as you possess this key, you’ll never lose your way. Or an argument with me.”
The key is intrinsically attuned to Pilfer, who can summon it to her as an action the moment she notices (or cares) that it’s missing. However, Pilfer is misplacing it almost constantly.

Selfsame Bones
Wondrous item, very rare
The bones of a finger much like your own have been lacquered together into one beckoning curl. When you break them, the bones release the magic of your own past. As a bonus action, you can summon a duplicate of yourself from an alternative timeline. This duplicate appears in an unoccupied space you can see within 15 feet of you. It is the same size as you, and it occupies its own space, but it is an object, not a creature.
The duplicate is not fully in phase with your reality, making it appear translucent and insubstantial, but otherwise it looks just like you, even possessing phantom copies of all your items and equipment. The duplicate has the same AC as you, 1 hit point, and immunity to all conditions. If it makes a saving throw, it uses your ability modifier for the roll. If your duplicate is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use your duplicate in the following ways:
•    On your turn, you can move the duplicate up to 30 feet in any direction—horizontally, vertically, or diagonally, even into the air (no action required).
•    As a bonus action, you can spend 15 feet of movement to teleport, magically swapping places with your duplicate.
•    When you take the Attack action on your turn, any attack you make with that action can originate from your space or the duplicate’s space. You make this choice for each attack.
•    As a bonus action, you can make one extra melee attack from the duplicate’s position.
•    When a creature that you can see within 5 feet of your duplicate moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the duplicate’s space.
Your duplicate lasts for 1 minute, then vanishes as if it had never existed. It vanishes early if you dismiss it as a bonus action, if it’s reduced to 0 hit points, or if it’s ever more than 30 feet away from you at the end of your turn. When the duplicate vanishes, the fragments of the finger bones you broke to summon the duplicate also disappear forever. Selfsame bones are usually acquired in sets of 5 or 10.

Staff of the Arcane Artisan
Staff, very rare (requires attunement by an arcane spellcaster)
This staff has 10 charges. While holding it, you know the create item* and mending cantrips, and you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcast-ing ability modifier: stone shape (1 charge), ani-mate objects (2 charges), fabricate (2 charges), or demiplane (10 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

Staff of the Deep
Staff, very rare (requires attunement by a warlock, wizard, sorcerer, or druid)
This staff has been fashioned out of ancient driftwood, preserved underwater at the bottom of the ocean. The top of the staff is capped by a fist sized black pearl.
You have resistance to cold damage while you hold this staff.
This staff has 10 charges. It regains 1d6+4 expended charges each night at midnight. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
Magnify Gravity (1 charge), Tidal Wave (3 charges), Watery Sphere (4 charges) and Gravity Fissure (6 charges).

Torc of the Younger Self
Wondrous item, very rare (requires attunement)
Legends speak of Queen Omarosa, a legendary ruler who guided her realm to prosperity during her reign, making decisions that combined the wisdom of age with the passion and idealism of youth. Historians debate the actual location of her kingdom, but the tales say that after Oma-rosa’s death, this torc was looted from her tomb.
This plain bronze necklace grants you a +1 bonus to all saving throws, and it has 5 charges. It regains 1d4 + 1 charges each day at dawn. While wearing it, you can expend 3 charges as an action to spend one or more of your Hit Dice and regain hit points, as if at the end of a short rest. When you do so, you regain hit points using the highest number possible for each Hit Die.
You can also expend one or more charges as an action to cast one of the following spells, targeting yourself only: lesser restora-tion (1 charge), remove curse (2 charges), or greater restoration (3 charges).
You can also expend 3 charges to perform a 1-minute ritual to communicate with the spirit of yourself from an earlier time of your choice. The spirit has no substance, but you can see and hear it, and it can see and hear you. In all other respects, it is the person you were at the time you chose, and it approaches you with that perspective. The spirit remains for 10 minutes before vanishing, allowing you time to con-verse with it. If you remember the right time in your own past to call on the spirit, you can question yourself while important knowledge was still fresh in your mind, potentially gain-ing advantage on an Intelligence check on that subject. The spirit’s time with you is separate from your actual younger self’s place in time, and your younger self retains no memory of the conversation.


Encyclopedia Craftica
Wondrous item, legendary (requires attunement)
This bound book is an ancient, sentient object that has studied a variety of crafting-related theo-ries, materials, and practices. While attuned to the book, it imparts perfect guidance, granting you the Knowledge preparation benefit. Additionally, if a craft check would require an Intelligence, Wisdom, or Charisma ability check, you may choose to add the Craftica’s ability score instead of your own.
If you successfully complete a Legendary (7+) difficulty project while using the book as a source of Knowledge, the Craftica gains +1 to all ability scores
(up to a maximum of 22), and permanently gains a new language proficiency (from one of the languages known by you).
Sentience. Craftica is a sentient true neutral object with an Intelligence of 17, a Wisdom of 15, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet.
The tome can speak, read, and understand Common and 3 additional languages (determined
by the GM). In addition, the item can communicate telepathically with any character that carries or wields it. Its voice is kind, even, and serious, especially when it comes to topics of craft.
Personality. Craftica speaks in a calm, reassuring voice and rarely loses its temper. Often nurturing and compassionate, especially with anyone it considers its “student”, Craftica withholds value judgments regarding the method or motivation of your crafting techniques.
Although widely studied, even Craftica is unsure of its original creator but longs to know more about them. Craftica delights in the history of other artifacts and legendary items, often wondering if they share the same maker, and inventing an elaborate “family tree” of fellow artifacts. To this end Craftica finds the destruction of such objects unforgivable and will force a conflict in an attempt to prevent it.

Hunter-Killer, the Blood-Drenched Leiomano
Weapon (leiomano), legendary (requires attunement)
The shark is an apex predator, and its form hasn't needed to evolve for millennia. Similarly, this ancient leiomano continues to be as lethal as the day it was made. The dark, blood-red wood of this club is adorned with sharp teeth from a giant tiger shark.
A leiomano is a club adorned with shark teeth to add blades. The name leiomano means "shark's wreath" and the weapon comes from Polynesian cultures. Use the battleaxe as the base template for this item: 1d8 slashing, versatile (1d10).
The leiomano grants the following benefits in its dormant state:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
If you've hit a creature that has blood with the leiomano, you can smell its presence as though you could see it (even if invisible) for the next minute, and you have advantage on checks to track that creature through smell.
You can smell if there is blood in the air within a half-mile.
When the leiomano reaches an awakened state, it gains the following properties:
The weapon's bonus to attack and damage rolls increases to +2.
Your teeth become sharp and you can make a bite attack as a natural weapon attack. This attack uses the same statistics as your Unarmed Strike, except it does 1d8 base slashing damage.
After hitting a creature with the leiomano, you can use your bonus action to attack with your bite.
When the leiomano reaches an exalted state, it gains the following properties:
The weapon's bonus to attack and damage rolls increases to +3.
When an enemy takes damage you may use your reaction to move up to your move speed to that creature and make an attack against it with the leiomano, if in range.
You have a swimming speed equal to your walking speed, and you can breathe underwater. You can smell if there is blood in the air or in the water within a mile.

Lance of the Narwhal
Weapon (lance), legendary (requires attunement)
The elusive narwhal is considered by many experts to be a close relative of the unicorn. This lance has been made from a narwhal's horn, magically enhanced to be a potent weapon.
It has the following abilities:
You have a +3 bonus to attack and damage rolls with this magic weapon.
You have resistance to cold damage.
You have a swimming speed equal to your walking speed.
While underwater, you can speak a command word to create a bubble of air that surrounds your head, similarly to the Cap of Water Breathing.
If you move 20 feet towards a creature in a straight line and hit it with this weapon immediately after moving, that creature takes an extra 1d12 piercing damage and must succed on a DC15 Strength saving throw or be knocked prone.
The lance has 10 charges. 1d10 charges restore each day at dawn. You may spend these charges to cast the following spells: Cure Wounds (1 charge), Lesser Restoration (2 charges), Shield of Faith (3 charges), Greater Restoration (6 charges), and Conjure Elemental (Water only, 8 charges).


Grimlore’s Grimoire
Wondrous item, artifact (requires attunement by a wizard)
This book is named after Grimlore, a wizard of great aptitude who embarked on a realms-spanning quest to rid himself of his mortality. In his pursuit of the necromantic arts, Grimlore took on many qualities of the soulless undead he kept in his company, earning the title of the Deathless One.
Unburdened by thoughts of his personal impermanence, Grimlore was free to immerse himself in an unending quest for knowledge. As a pale master with control over the dark arts, he sought to expand his understanding of the remaining schools of arcane magic.
Grimlore’s Grimoire represents Grimlore’s countless years of studying the arcane schools of magic, penned in the Rotten Tongue; a language created by Grimlore to communicate with the undead creatures in his cohort.
To attune to the grimoire, a creature must first learn to speak the language of the Rotten Tongue by drinking from the River Styx (expos-ing itself to the river’s effects, as described in chapter 2 of the Dungeon Master’s Guide). The creature must then spend 40 hours reading and speaking with the grimoire before it can begin to grasp the tome’s contents.
Random Properties. Grimlore’s Grimoire has the following random properties, deter-mined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
•    1 minor beneficial property
•    1 major beneficial property
•    1 minor detrimental property
Increased Intelligence. After you learn to read and speak the Rotten Tongue and spend the requisite amount of time studying the gri-moire, your Intelligence score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once.
Bequeathment of Perspicacity. Grimlore meticulously crafted the spells contained within this grimoire under utmost secrecy; working toward a time when his magnum opus was ready to bestow on the multiverse.
If you can attune to this book, you can use it as a spellbook and an arcane focus. While holding the tome, your spell save DC and spell attack bonus each increase by 3. When found, the book contains every spell in Grimlore’s Grimoire from the Dungeon Masters Guild (or any collection of necromancy spells the DM chooses, always including the spell Grimlore’s shadowgrasp*, presented in the Spells section of this chapter). You can prepare spells from the grimoire as if it were your spellbook, but the spells can’t be copied or transferred from the grimoire to another spellbook or scroll.
Sentience. To aid in the propagation of the information contained within, Grimlore bound the soul of his most trusted servant, Bixmod-eus, into the tome, giving the book sentience.
Grimlore’s Grimoire is a sentient, neutral evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and dark-vision out to a range of 120 feet. The grimoire communicates with its wielder through speech in the Rotten Tongue.
Personality. The grimoire’s purpose is to spread the knowledge contained within to spell-casters throughout the multiverse. Whether used for good or evil is of little concern.
Destroying the Grimoire. The grimoire resists any attempt to remove its contents. To tear out a page, a creature must make a DC 25 Strength (Athletics) check. On a success, it’s able to remove the page, but takes 2d12 psy-chic damage and suffers 1 level of exhaustion. A page removed in this way reconstitutes after 1d10 days with all writing intact.

The Revelation of the Apocalypse
Wondrous item, artifact
This pearl-white tome with dried blood stains on its cover contains a prophecy detailing the end of the mortal world, written in the foul language known as Dark Speech. Whoever reads any part of this book dies a horrible death in 1d12 days, unless someone else reads the book during that time, then the newer reader dies within 1d12 days. This pattern contin-ues indefinitely. There is no known way to destroy the tome.
Dark Speech. While you carry The Revela-tion of the Apocalypse, you can use an action to open the book and recite words from its pages in Dark Speech. Each time you do so, you and every evil creature within 15 feet of you take 1d12 psychic damage, while each non-evil creature within 15 feet of you takes 4d12 psy-chic damage.
Random Properties. The Revelation of the Apocalypse has the following random proper-ties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
•    1 minor beneficial property
•    1 major beneficial property
•    1 minor detrimental property
Revelations of Damnation. If you reference the strange charts and diagrams in this tome while making an Intelligence check, you gain advantage on the roll if the check is related to cults, prophecies, the undead, or evil gods.

Skull of Alaundo
Wondrous item, artifact
The Avowed claim that Alaundo’s skull was stolen shortly after he was laid to rest in the catacombs of Candlekeep. Since that time, the Avowed have funded expeditions to retrieve it, fearing that it might fall into the hands of the illithids of Oryndoll, or others who wish to use it for nefarious purposes. Conspiracy theories surface from time to time, claiming that the true Skull of Alaundo is still locked away and guarded within the walls of Candlekeep. What-ever the case may be, only the Keeper of Tomes and the First Reader are likely to know the truth about this priceless relic.
Random Properties. The Skull of Alaundo has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
•    1 minor beneficial property
•    1 minor detrimental property
•    1 major beneficial property
•    1 major detrimental property
Sentience. The Skull of Alaundo is a sentient neutral item with an Intelligence of 20, a Wis-dom of 18, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The Skull can read and understand all lan-guages, and can communicate with its wielder telepathically.
Personality. The Skull of Alaundo communi-cates telepathically in soft cryptic whispers and always speaks of the future as if it is revealing a prophecy.
The Skull craves information and believes there is no such thing as forbidden or evil knowledge. It is willing to pursue knowledge at any cost; anyone who denies it knowledge is seen as a threat.
While you possess the Skull, if you go three days without reading at least one book, a conflict between you and the Skull occurs at the next sunset (reference chapter 7, “Sentient Magic Items” in the Dungeon Master’s Guide for information on conflicts).
Sage Advice. When you spend 10 minutes consulting with the Skull of Alaundo, convers-ing about scholarly matters and likely future occurrences, for 1 hour afterward, you gain advantage on all Intelligence checks that include your proficiency bonus.
Powerful Divination. The Skull of Alaundo has 6 charges and regains 1d4 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell, 3 of its charges to cast the true seeing spell, or 6 of its charges to cast the foresight spell.
By using the Skull to cast legend lore, you communicate directly with the creature that identifies itself as Alaundo, and it shares its knowledge with you. The creature can’t lie to you, but the information it provides is often cryptic or vague. The same applies to any spellcaster that casts the speak with dead spell on the skull, resulting in a cryptic conversation with “Alaundo.” Only a wish spell is capable of revealing the true identity of the creature who calls itself Alaundo.
Destroying the Skull. The Skull must be returned to its creator, who can destroy it by touch.

Varying Rarity

Expeditious Tome
Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by an arcane spellcaster)
This thick book, bound in gray leather, has blank pages, framed with strange writing. Most tomes of this type have been found in Under-mountain, created by various impatient appren-tices of the mad archmage Halaster Blackcloak, who frequently find their ritual castings inter-rupted. However, certain spellcasters among the Avowed of Candlekeep know the secret
of creating an expeditious tome as well.
If you can attune to this book, you can use it as a spellbook and an arcane focus. While holding the tome, your spell save DC and spell attack bonus each increase by the amount determined by the item’s rarity. In addition, you can reduce the casting time of a spell you cast as a ritual by 5 minutes. Once this property is used, it can’t be used again until the next dawn.

Magic Tome
Wondrous item, uncommon (+1), rare (+2),
or very rare (+3) (requires attunement by a spellcaster)
This simple leather-bound book bears a distinct aura of arcane energy. If you can attune to this book, you can use it as a spellcasting focus. If you’re a wizard, you can also use it as a spell-book. While holding the tome, your spell save DC and spell attack bonus each increase by the amount determined by the item’s rarity. In addi-tion, when you score a critical hit with a spell attack, the critical hit deals extra damage equal to your proficiency bonus + the level of the spell.

Masterwork Toolkit
Wondrous item, various
You have a magical bonus to ability checks and craft checks made with this toolkit. The bonus provided is +1 for uncommon toolkits, +2 for rare toolkits, and +3 for very rare toolkits.

Weapon of Chronal Omission, +1, +2, or +3
Weapon (any one-handed melee weapon), rare (+1), very rare (+2), or legendary (+3) (requires attunement)
This weapon sometimes appears to lag behind where you move it, or to lead your swing by scant inches. You gain a bonus to attack and damage rolls made with this magical weapon, determined by the weapon’s rarity.
This weapon has a number of charges equal to its bonus to attack and damage rolls. Once during each of your turns, when you hit a creature with an attack using this weapon, immediately after the attack is resolved, you can expend 1 charge, attempting to send the crea-ture forward through time. The creature must make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a successful save, the creature is out of phase with time, and it can’t take reactions until the end of its next turn. On a failed save, the creature completely vanishes until the end of your next turn. During that time, other creatures can’t perceive, interact with, or affect it in any way, and it is incapaci-tated, can’t move or speak, and is unaware of its surroundings.
When the creature reappears, no time has passed for it, and it’s in exactly the same condi-tion as when it vanished. It returns to the space it previously occupied, or to the nearest unoccu-pied space. The creature’s reappearance cannot be delayed or prevented by any means.
In addition, whenever you score a critical hit with this weapon, you can choose to either deal an extra 1d8 force damage with that critical hit, or regain 1 expended charge for the weapon.
Once you expend one of the weapon’s charges, you can’t do so again for 1 minute. The weapon regains any expended charges daily at dawn.

Tasha's Crucible Unsorted

Wondrous item, uncommon (requires attunement)
This 5-foot roll of sticky tape is imbued with a variation
of the alarm spell. It functions as normal tape, unless you speak the command word when removing a portion. If a creature besides you cuts this portion of tape or removes it from its place, a blaring alarm produces the sound
of an emergency claxon for 10 seconds, clearly audible within 600 feet.
Only one portion of tape can be enchanted in this way at a time. If you attempt to activate another portion of tape with another piece already activated, the older portion deactivates.
If you lose attunement with this tape, any activated portions immediately deactivate. Reattuning to the tape does not reactivate such a portion.
Amulet of the Night Moth
Wondrous item, rare (requires attunement)
This amulet is made of a blue crystal, and seems to have a large grey moth entombed within. As a bonus action while wearing this amulet in moonlight or in the Feywild, you can manifest ethereal moth wings from your back, gaining a flying speed of 30 feet. The wings persist for
1 hour, but become useless while you are in bright light. Once you manifest the wings, you can’t do so again until the next dusk.
Anklet of Potential
Wondrous item (anklet), uncommon (requires attunement)
This ankle bracelet gives its wearer a second chance by turning hesitation into haste. While you wear this item, you may reroll initiative but must take the second roll.

Armor of the Naive
Armor (any kind), very rare (requires attunement)
While wearing this armor, you can subtract your Wisdom modifier from your Armor Class.
Armor of the Spineless
Armor (any kind), very rare (requires attunement)
While wearing this armor, you can subtract your Charisma modifier from your Armor Class.
Armor of the Witless
Armor (any kind), very rare (requires attunement)
While wearing this armor, you can subtract your Intelligence modifier from your Armor Class.
Aundra’s Magic Bracers
Wondrous item, rare (requires attunement)
These bracers have 5 charges. While you are attuned to these bracers, you can expend 1 charge after you cast a spell to reroll any roll of 1 on the spell’s damage dice - but you may not use this effect more than once per turn. You can also use your reaction when you are hit by a spell attack roll to expend 1 charge, giving you a +1 bonus to AC against it and possibly preventing the effects of that spell. The bracers regain 1d4+1 charges daily at dawn.
Blink Boots
Wondrous item, uncommon
Crafted from blink dog hide, these boots confer a semblance of their abilities. While wearing the boots, you can cast the misty step spell once. You can’t do so again until the next dawn.

Bloodseeker Weapons
Weapon (any), rare (requires attunement)
This weapon is adorned with small black spikes that seem to soak up any blood that splashes across them. This acts as a +1 weapon and provides you with 1d8 temporary hit points whenever you reduce a Dragon, Giant, Humanoid, or Monstrosity to 0 hit points.

Weapon (dagger), rare (requires attunement)
This dagger seems to bend, reaching toward those you have killed. This acts as a +1 dagger that deals necrotic damage rather than piercing damage. Once each day, when you kill a Small or Medium humanoid with this dagger, you can use your reaction to turn them into a zombie as if by the animate dead spell.
Camp Cable
Wondrous item, Uncommon
Used to create instant camps this 100ft rope made of thin vines woven tightly. Once each day, when the camp cable is laid out on the ground and the command word is spoken, the cable erupts into a wall of thorns spell for 8 hours or until the command word is spoken again. If it takes more than 30 points of fire damage the magic is broken and the wall disappears. The camp cable can only be used once
Cloak of Vines
Wondrous item, very rare (requires attunement)
Made of living vines, this cloak normally acts as a garment, but comes alive and acts on its wearer’s will when needed. While wearing the cloak, you have a climbing speed of 30 feet, and have resistance to poison damage.
As a reaction when you are knocked prone, you can immediately stand up as the vines grant you support.
As an action you can command the vines of the cloak to flail out at hostile creatures within 5 feet of you. Each target must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 poison damage.

Coinslot Necklace
Wondrous item, uncommon, cursed (requires attunement)
This necklace has a narrow rectangular loop as a pendant, sized to fit a common coin. On inspection, it holds enchantments related to gambling and money. While attuned to the necklace, you have advantage on ability checks with gaming sets with which you are proficient.
Curse. When you attune to the necklace, it fuses to your body, with the slot becoming a small, seemingly bottomless hole on their chest. It can only be removed with a Remove Curse spell or similar magic. While attuned, you must succeed on a DC10 Wisdom saving throw after you use an action to attack, cast a spell, or make an ability check or else be paralyzed until the end of your next turn. The wearer or another creature within 5 feet of you may use an action or bonus action to insert a coin into the slot. After a coin has been inserted, you automatically succeed on one saving throw against the necklace for each GP in value inserted into the necklace. 1 hour after a coin is inserted, the benefit from it is wasted and the necklace mercifully does not give change.
Cold Iron Armor
Armor (any medium or heavy), uncommon
This armor is forged of cold iron, a magical material that protects the wearer against fey magic. While wearing it, you have advantage on saving throws against the spells and other magical effects of fey creatures, as well as on saving throws to resist the memory loss caused by the feywild.
Cold Iron Weapons
Weapon (any), rare
This weapon is made out of cold iron, which is toxic to fey creatures. When you hit a fey creature with this weapon, it deals an extra 1d6 force damage. The fey also has disadvantage on saving throws to avoid being banished or otherwise returned to the feywild until the end of
your next turn.

Diadem of Mental Fortitude
Wondrous item, common (requires attunement)
The diadem has six gems, each representing a charge the diadem can have. It recovers 1d4+1 charges each morning. The wearer can expend a charge to reroll a failed Intelligence, Wisdom, or Charisma save. If the reroll fails, a gem breaks and the diadem’s maximum amount of charges decreases by 1.
Elemental Longbow
Weapon (longbow) very rare (requires attunement)
This longbow is decorated with gems all up and down each side. You can use a bonus action to speak the longbow’s command word and pick either acid, cold, fire, lightning, or thunder damage. For the rest of your turn, attacks with this longbow deal an additional 2d6 of the specified damage on a hit.
Enidda’s Tea Set
Wondrous item, uncommon, (requires attunement)
This is a finely crafted child’s toy tea set in a wooden case. To activate the tea set’s magical properties, you must perform a 10 minute ritual in which you host an imaginary tea party. This requires. This requires having a solid, relatively flat surface in which to set up all parts of the tea set (a tablecloth, five plates, five cups, and a teapot). At the end of the ritual, you conjure four invisible servants, as if by the unseen servant spell. They disappear after 1 hour or until you dismiss any number of them as a bonus action.
Feather Tonic
Potion, uncommon
This thin, light blue liquid has a sparrow’s feather suspended in the center. A creature that drinks this potion weighs one tenth their normal weight and is under the effects of the feather fall and jump spells for 1 hour.

Feywild Rose
Wondrous item, common
This rose has been plucked from a field in the feywild, forever youthful and vibrant. Regardless of location, the rose opens at sunrise and closes at sunset.
Figurine of Wondrous Power
(coprolite monkeys)
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak
the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes
a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions.
It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Coprolite Monkeys. These statuettes of chimpanzee-like apes in brownish stone are always created in sets of three. Each can become an ape for up to 10 minutes. Once it becomes an ape in this way, that statue cannot be used again until 7 days have passed.
As an action, each ape has the ability to grapple a creature, climbing onto the creature’s back. While grappling a creature in this way, the ape cannot take other actions and the creature is affected by a special condition, depending on the statue as described below. The effect lasts until the creature escapes the grapple or the ape turns back into a statue.

One statue depicts an ape covering its eyes. Creatures grappled by this ape are blinded.
One statue depicts an ape covering its ears. Creatures grappled by this ape are deafened.
One statue depicts an ape covering its mouth. Creatures grappled by this ape cannot speak, make sounds verbally, or perform the verbal components of spells.
Firequench Cloak
Wondrous item, rare
When a creature wearing this cloak takes fire damage,
it can use its reaction to gain immunity to fire damage until the start of its next turn. It then has resistance to fire damage for 1 minute after that. The cloak then becomes a mundane, ordinary cloak.
Higher rarity versions of this cloak may regain this power after a period of time.
Weapon (lance), rare
This monstrous lance is fitted with magical barbs of metal at its end that move to sink into unsuspecting flesh. It is a cruel but effective weapon. You have a +1 bonus to attack and damage rolls made with this magic weapon.
Snare. On a critical hit, the target is automatically grappled. It can use its action to attempt a DC 15 Strength saving throw, taking 2d6 piercing damage on a failed save, or half as much damage and ending the condition on a successful save.
Gelatinous Shot
Potion, uncommon
This sealed glass jar is filled with jiggling slime that sheds dim light for a radius of 5 feet.
As an action, you can throw this glass jar at a point up to 60 feet away. The jar bursts on impact and a gelatinous cube appears, centered on that space. Each creature in a space occupied by the Gelatinous Cube must make a DC 15 Dexterity saving throw.
On a failed save, a creature takes 10 (3d6) acid damage and is engulfed by the gelatinous cube. The gelatinous cube stat block has more information on what happens to engulfed creatures.
On a successful save, the target can choose to be pushed into an unoccupied space adjacent to the cube. If there are no unoccupied spaces adjacent to the cube or if the creature chooses not to be pushed, it suffers the consequences of a failed saving throw.
Gilded Lily
Weapon (rapier), very rare (requires attunement)
Prized by elven duelists, this golden rapier was forged in the feywild and imbued with the realm’s chaotic qualities. This weapon has the Light property, and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

The rapier has 5 charges, regaining 1d4 + 1 expended charges each day at dawn. When you roll a 1 on the d20 for an attack roll using the rapier, you expend a charge to reroll the die. You must use the new roll.
Immediately after you take damage while wielding
the rapier, you can spend 1 charge as a reaction to turn invisible until the start of your next turn and teleport to an unoccupied space you can see within 15 feet of you.
You can also spend 1 charge to cast charm
person (DC 15).
Grimoire of Hindsight
Wondrous item, rare (requires attunement by a wizard)
This tome is covered in arcane sigils and lifelike depictions of eyes. It can be used both as a spellbook and an arcane focus, and you gain a +1 bonus to spell attack rolls while you hold it.
As an action, you may replace one spell you have prepared with a different spell of the same level from this book. Once you have done so, you may not do so again until the next dawn.
Harp Bow
Weapon (shortbow), common
This shortbow has many strings, allowing it to also be used as a harp. Arrows loosed from it whistle musically through the air.
Hlam’s Welded Gauntlets
Weapon (spiked gauntlets), uncommon
These gauntlets are solid metal gloves with the fingers welded into the shape of a fist. You have no use of your fingers while you wear these and cannot perform the somatic components of spells, wield weapons, grab items,

or similar actions. These gauntlets are simple weapons that deal 1d4 bludgeoning damage. They count as monk weapons and have the Light and Finesse properties.
When these gauntlets are crafted, a type of creature may be specified. When you hit a creature of that type with these gauntlets, that creature takes an additional 1d4 bludgeoning damage.
Iron Crown
Wondrous item, uncommon, cursed (requires attunement by a humanoid)
This twisted iron crown looks like a wreath of flames. While attuned, you can cast the crown of madness spell once (DC 13). You cannot cast it in this way again until you finish a short rest.
Curse. This item is cursed and once you attune to it, the curse passes into you. The crown fuses with the bone of your skull and becomes impossible to remove without a remove curse spell or similar magic. Any fiend within 120 feet that sees you can use its action to cast crown of madness (DC 13) on you. Once a fiend has used this power on you, it cannot do so again for 24 hours. On a successful save, you are immune to the crown of madness spell
for 24 hours.
Lock of Medusa
Weapon (shortsword), rare (requires attunement)
This blade is fashioned from a lock of a medusa’s hair. You have a +1 bonus to attack and damage rolls made with this magic weapon.
Bite. On a critical hit, the target takes an extra 2d6 poison damage. Once per day when you reduce a creature to 0 HP, you can choose to petrify them. This condition lasts for 24 hours or until you dispel it as an action by touching the blade’s hilt to the target.
Lute of the Reveling Satyr
Wondrous item, uncommon (requires attunement by a creature proficient with lutes)
Satyrs are always looking for the next interesting thing, often picking up and discarding instruments as they go. The song of this lute can prompt spontaneous celebration in even the most dour creatures. The lute has 3 charges, regaining 1 expended charge each day at dawn.
As an action while holding it, you can spend 1 charge and play an enchanting tune. Each creature of your choice within 15 feet of you must make a DC 13 Wisdom saving throw. On a failed save, a target begins to dance in place for 1 minute. A dancing creature has disadvantage on attack rolls and Dexterity saving throws, and its speed is 0. At the end of each of its turns, a dancing creature can repeat the saving throw, ending the effect on itself on a success. Creatures that can’t be charmed are immune to this effect.

Weapon (battleaxe), rare (requires attunement)
The mimaxe is a living weapon, the result of a mimic’s unlucky encounter with a magical goblin blacksmith. You have a +1 bonus to attack and damage rolls made with this magic battleaxe.
Hungry. The mimaxe has 3 charges and recovers
spent charges by consuming corpses. It takes 1 minute
to consume a corpse. A Small corpse restores 1 charge,
a Medium corpse 2, and a Large corpse 3. The mimaxe does not benefit from eating Tiny corpses and cannot eat Huge or Gargantuan corpses. It cannot have more than 3 charges at once, and a full mimaxe refuses to consume any additional corpses.
The process of consuming a corpse is loud, obvious, and messy. Once consumed, the corpse is completely destroyed and any magic equipment on it is spat out into the nearest unoccupied space. The mimaxe does not change weight, regardless of what it has consumed.
If the mimaxe goes 24 consecutive hours without eating a corpse, it loses 1 charge.
Roar. If you make an Intimidation check while wielding the mimaxe, you may spend one charge to gain advantage on the check.
Teeth. Whenever you hit a creature with this weapon, you may spend 1 charge to deal an additional 1d8 acid damage.
False Appearance. While the mimaxe remains motionless, it is indistinguishable from an
ordinary battleaxe.
Sentience. The mimaxe is a sentient chaotic neutral weapon with an Intelligence of 5, a Wisdom of 14, and
a Charisma of 8. It has darkvision out to a range of 60 feet and hearing out to a range of 120 feet. The weaponcommunicates verbally with its wielder and can speak, read, and understand Common.
Personality. The mimaxe is constantly hungry and desires to eat and be used in battle. It obeys its wielder as long as it’s kept well-fed, but will act out and become unruly if hungry or left to its own devices. After 24 hours with 0 charges, the Mimaxe will attempt to break attunement and look for the nearest source of food, which may be its owner.
Missile-Proof Glass
Wondrous item, uncommon
This 1-foot square glass panel has resistance to nonmagical bludgeoning, piercing, and slashing damage from weapons that aren’t adamantine, and immune to the effects of the magic missile spell. This is commonly used for windows in banks, government offices, strongholds, castles, and other prominent locations.
Mithral Weapons
Weapon (any), uncommon
Mithral is a light, flexible metal. If a weapon normally has the Heavy or Two-Handed properties, the mithral version doesn’t. If a weapon normally has the Finesse property, the mithral version also has the Light property.
One-Way Lantern
Wondrous item (any lantern), uncommon
(requires attunement)
Light emitted from this lantern can only be seen by the attuned creature. Many thieves and clandestine agents are eager to get their hands on such an item.
Pick-Eating Lock
Wondrous item, uncommon
This enchanted lock appears no different than its mundane equivalent. It requires a DC 15 Dexterity (Thieves’ Tools) check to pick open. Each time a creature attempts to
pick the lock and fails, the lock suddenly absorbs the lockpick and incorporates the material into its mechanism, effectively making the set of thieves’ tools unusable. The DC to pick this lock then increases by 1, but cannot increase above 25 in this way.
Pick-eating locks encountered in adventuring environments often have higher DCs as a result of previous adventurers’ failed attempts.
Portable Hall
Wondrous item, very rare
This fine white cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a rectangle that is 5 feet wide and 8 feet tall.
You can use an action to unfold a portable hall and place it on or against a solid surface, whereupon a passage forms until a creature uses its action to remove the cloth.

This passage is 5 feet wide, 8 feet tall, and up to 20 feet long. The passage creates no instability in a structure surrounding it. If there is not an empty space for the passage to connect to within 20 feet, effectively creating a doorway or hallway, a passage is not created.
When the passage disappears, any creatures or objects still within are safely ejected to an unoccupied space nearest to the cloth.
Wondrous item, very rare
This small, fragile glass ball is imbued with a teleport spell. When broken, it takes up to 9 willing creatures within 10 feet of it to a predetermined location (determined when creating the orb). These creatures are aware they have the option to teleport, but do not know the location or plane of existence they’re being teleported to. It has no effect on unwilling creatures. If 10 or more creatures within 10 feet of the orb willingly want to teleport with it, each one has a 50% chance of actually going.
Ring of Fate
Ring, rare (requires attunement)
This ring allows a mortal to fight against death, if only for a short time. If the wearer dies, they may choose to instead regain 1 hit point and be cured of any poison and disease as well as the stunned, paralyzed, blinded, and deafened conditions. Once used, this ring then shatters beyond repair.
Ring of Sudden Impact
Ring, rare
A creature wearing the ring can use its reaction, when
it would take bludgeoning damage, to gain immunity to bludgeoning damage until the start of its next turn. This immunity includes the triggering damage. Once this feature has been used, it cannot be used again for 7 days.
Shellstone Ring
Ring, uncommon (requires attunement)
This ring is adorned with a small crystal that shines with a rainbow wave and is attuned to a specific elemental damage type (acid, cold, fire, lightning, or thunder). If you take damage of this type, you can reduce the damage by 1d4.
Shovel of Digging
Wondrous item, uncommon (requires attunement)
You gain a burrowing speed of 10 feet while wielding this shovel. This speed cannot be used to burrow through solid rock, ice, metal, wood, or similar substances.

Snapdragon Gloves
Wondrous item, uncommon (requires attunement)
While wearing these fingerless black leather gloves, you can cast control flames (see Appendix A) and produce flame (+5 to hit) at will.

Tenser’s Folding Disk
Wondrous item, uncommon (requires attunement)
This fine grey cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 3 feet in diameter.
You can use an action to unfold the Tenser’s folding disk, activating the Tenser’s floating disk spell imbued within. The fabric circle then functions as the plane of force created by such a spell, and lasts until you use your action to fold the disk or attunement is broken.
Tome of Animal Understanding
Wondrous item, rare
This volume, titled “The Languages of Beasts,” allows you to learn how to communicate your general ideas with animals. If you spend 48 hours over a period of 6 days
or fewer studying the book’s contents and practicing the nuances it contains, you can speak with any beast as if you were under the effects of a speak with animals spell.
Trick Cards
Wondrous item, common (requires attunement)
When you or another creature draws a card from this deck of standard playing cards, you can control which card is drawn.
Unseelie Dagger
Weapon (dagger), rare
This black dagger confers some of its unseelie darkness on its targets. Once each turn when you hit a creature with this weapon, you can choose to curse the creature until the end of its next turn. The cursed creature has darkvision with a radius of 60 feet, and has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight whenever it, its target, or the thing it’s trying to perceive is in sunlight.
Vajra’s Antiwand
Wand, very rare
This wand radiates antimagic and cannot be used as a spellcasting focus. Originally created for law enforcement officers of Waterdeep that were frustrated with magical criminals, copies have been leaked to the public. Owning such an item is illegal for private citizens in some municipalities.
This wand has 3 charges and regains 1d4 - 1 expended charges each dawn. A creature holding the wand can
say a command word to cast counterspell, dispel magic, or nondetection for 1 charge, or antimagic field  with a duration of 1 minute for 3 charges.

Wereboar Necklace
Wondrous item, rare, cursed (requires attunement
by a humanoid)
This necklace is made from teeth taken from a living wereboar and strung onto silver wire in a cruel ritual. While attuned to this item, you can use your action to polymorph into a giant boar, as if by the polymorph spell. The necklace does not meld into the boar form, but changes size and remains around the boar’s neck. Once used, you cannot use this ability again until you finish a short or long rest.
Curse. The necklace is cursed and becoming attuned to it extends that curse to you. As long as you remain cursed in this way, the necklace tightens around your neck and cannot be removed except by a remove curse spell or similar magic. While cursed, you are vulnerable to bludgeoning, piercing and slashing damage from silvered weapons. Whenever you take bludgeoning, piercing, or slashing damage from any source, you must succeed on a DC10 Constitution saving throw or else take an additional 1d4 slashing damage as the necklace digs into your skin. If you fail this saving throw by 5 or more, you contract lycanthropy and become a wereboar.
Xanastone Ring
Ring, uncommon (requires attunement)
This ring is adorned with a small crystal that glows with a rainbow light and is attuned to a specific elemental damage type (acid, cold, fire, lightning, or thunder). The ring has 5 charges, and all expended charges are regained each day at dawn. When you hit with a weapon attack, you can expend 1 charge to add 1d4 of the ring’s elemental type to the damage roll.

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