TEXT: Items Wondrous 
  Strange
  1
  
  2
  Credits
  Design: James Bitoy, Peter von Bleichert, Dan Dillon, James Haeck, Neal Litherland, 
  Adam Roy, and Jon Sawatsky
  Editing: Meagan Maricle
  Art Director & Graphic Design: Marc Radle
  Cover Art: Jason Juta
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. 
  (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes the magic items.  
  No other portion of this work may be reproduced in any form without permission.
  © 2017 Open Design
  www.koboldpress.com
  
  3
  Introduction 
  These items, collected from the notebooks of Arshin the Enchanter, from the echoing halls of the void 
  speakers of Beldestan, from caverns long inhabited by dwarves, from the workshops of Zobeck and from 
  draconic arsenals and treasuries, cover a wide range of styles of enchantment. They include weapons, 
  wondrous items, armor, and rings and are suitable for both heroes and villains to deploy in your campaign.
  The phial regains 1d3 expended charges daily at 
  midnight. If you expend the phial’s last charge, roll 
  a d20. On a 1, the phial crumbles into dust and is 
  destroyed.
  Blade of Petals
  Weapon (shortsword), rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls 
  made with this magic weapon.
  This brightly-colored shortsword is kept in a 
  wooden scabbard with eternally blooming flowers. 
  The blade is made of dull green steel, and its 
  pommel is fashioned from hard rosewood. At- will, 
  you may conjure a flowery mist which fills a 20-foot 
  area around you with pleasant-smelling perfume. 
  The scent dissipates after a few minutes.
  A creature damaged by the blade must succeed 
  on a DC 14 Charisma saving throw or be charmed 
  by you until the end of its next turn. Creatures 
  cannot be charmed this way more than once every 
  24 hours. 
  Bonebreaker Mace
  Weapon [any bludgeoning], rare (requires attunement)
  You gain a +1 bonus on attack and damage 
  rolls made with this magic weapon. The bonus 
  increases to +3 when you use it to attack an undead 
  creature. Often given to the grim enforcers of 
  great necropolises, these weapons can reduce the 
  walking dead to splinters with a single strike. 
  When you hit an undead creature with this magic 
  weapon, treat that creature as if it is vulnerable to 
  bludgeoning damage. If it is already vulnerable 
  to bludgeoning damage, your attack deals an 
  additional 1d6 radiant damage.
  Boots of Quaking
  Wondrous item, very rare
  While wearing these steel-toed boots, the earth 
  itself shakes when you walk , causing harmless, but 
  unsettling, tremors. If you move at least 15 feet in 
  a single turn, all creatures within 10 feet of you at 
  Alabaster Salt Shaker
  Wondrous item, rare
  This shaker is carved from purest alabaster in the 
  shape of an owl. It is 7 inches tall and contains 
  enough salt to flavor 25 meals. When the shaker is 
  empty, it cannot be refilled, and it loses its magical 
  quality. When you or another creature eat a meal 
  salted by this shaker, you do not need to eat again 
  for 48 hours, at which point the magic wears off. If 
  you do not eat within an hour of the magic wearing 
  off, you gain one level of exhaustion. You continue 
  gaining one level of exhaustion for each additional 
  hour you do not eat.
  Black Dragon Oil
  Potion, very rare
  The viscous green-black oil within this magical 
  ceramic pot bubbles slightly. The pot’s stone 
  stopper is sealed with greasy, dark wax. The pot 
  contains 5 ounces of pure black dragon essence, 
  obtained by slowly boiling the dragon in its own 
  acidic secretions. You may use an action to apply 
  1 ounce of the oil to a weapon or single piece of 
  ammunition. The next attack made with that 
  item deals an extra 2d8 acid damage. Creatures 
  who take the acid damage must succeed a DC 14 
  Constitution saving throw or be burned for an 
  additional 2d8 acid damage at the beginning of 
  their next turn.
  Black Phial
  Wondrous item, uncommon
  This black stone phial has a tightly-fitting stopper. 
  The phial has 3 charges. As an action, you can fill 
  the phial with blood taken from a living humanoid, 
  or one that’s been dead no longer than 1 minute, 
  and expend 1 charge. When you do so, the black 
  phial transforms the blood into a potion of greater 
  healing. A creature who drinks this potion must 
  succeed on a DC 12 Constitution saving throw or 
  be poisoned for 1 hour.
  
  4
  Uncommon Magic Items
  d100
  Magic Item
  1-11
  Death's Mirror
  12-22
  Phidjetz Spinner
  23-33
  Clockwork Rogue Ring
  34-44
  Gale Javelin
  45-55
  Soldra's Staff
  56-66
  Black Phial
  67-77
  Ferryman's Coins
  78-88
  Scrimshaw Comb
  89-00
  Clockwork Gauntlet
  any point during your movement must make a DC 
  16 Strength saving throw or take 1d6 force damage 
  and fall prone.
  Additionally while wearing these boots, you may 
  cast earthquake, requiring no concentration, by 
  speaking a command word and jumping on a point 
  on the ground. The spell is centered on that point. 
  Once you cast earthquake in this way, you cannot do 
  so again until the next dawn.
  Brass Clockwork Staff
  Wondrous item, rare (requires attunement)
  This curved staff seems to be made of coiled 
  brass and glass wire. You can cast the staff onto 
  the ground and transform it into one of three 
  wireframe creatures of your choice: a unicorn, a 
  hound, or a swarm of brass beetles. If any of the 
  wireframe creatures is reduced to 0 hit points, 
  it reverts to staff form, and the staff is inert and 
  unusable until the third dawn after the creature 
  was damaged. If partially damaged but not 
  reduced to 0 hit points, the construct creature has 
  full hit points when summoned again.
  You can ride the unicorn as a normal mount for 
  up to 1 hour before it reverts to staff form (use the 
  statistics for the rhinoceros, including the charge 
  and gore abilities). You can direct the hound to 
  track or attack any creature initially within your 
  line of sight, and it returns to staff shape after 
  5 minutes (use the statistics for the cave bear, 
  including darkvision and keen smell abilities, but 
  not the multiattack or claws actions). You can 
  Very Rare Magic Items
  d12
  Magic Item
  1
  Nullifier's Lexicon
  2
  Boots of Quaking
  3
  Spear of the Western Whale
  4
  Mountain Hewer
  5
  TarianGraddfeyddDdraig
  6
  Pistol of the Umbral Court
  7
  Sword of Volsung
  8
  Fellforged Armor
  9
  Umbral Chopper
  10
  Black Dragon Oil
  11
  Stonechewer Gauntlets
  12
  Locket of Dragon Vitality
  Rare Magic Items
  d100
  Magic Item
  1-4
  Talking Torches
  5-8
  Wand of the Timekeeper
  9-12
  Clockwork Spider Cloak
  13-16
  Alabaster Salt Shaker
  17-20
  Hangman's Noose
  21-24
  Rod of Bubbles
  25-28
  Brass Snake Ball
  29-32
  Plumb of the Elements
  33-36
  Voidskin Cloak
  37-40
  Glass Wand of Leng
  41-44
  Larkmail
  45-48
  Whirlwind Bolas
  49-52
  Bonebreaker Mace
  53-56
  Earrings of the Agent
  57-60
  Wand of Bristles
  61-64
  Slimeblade
  65-68
  Brass Clockwork Staff
  69-72
  Silvered Oar
  73-76
  Corpsehunter's Medallion
  77-80
  Thirsting Thorn
  81-84
  Song-Saddle of the Khan
  85-88
  Wave-Chain Mail
  89-92
  Meteoric Plate
  93-96
  Blade of Petals
  97-99
  Kyshaarth's Fang
  00
  Rift Orb
  
  5
  Most Wondrous Strange
  Level 
  1-4
  Level 
  5-10
  Level 
  11+
  Magic Item
  Rarity
  1-9
  —
  —
  Death's Mirror
  uncommon
  10-18
  —
  —
  Phidjetz Spinner
  uncommon
  19-27
  —
  —
  Clockwork  
  Rogue Ring
  uncommon
  28-36
  —
  —
  Gale Javelin
  uncommon
  37-45
  —
  —
  Soldra's Staff
  uncommon
  46-54
  —
  —
  Black Phial
  uncommon
  55-63
  —
  —
  Ferryman's Coins
  uncommon
  64-72
  —
  —
  Scrimshaw Comb
  uncommon
  73-81
  —
  —
  Clockwork 
  Gauntlet
  uncommon
  82-90
  1-4
  —
  Talking Torches
  rare
  91-99
  5-8
  —
  Wand of the 
  Timekeeper
  rare
  00
  9-13
  —
  Clockwork  
  Spider Cloak
  rare
  —
  14-15
  —
  Alabaster  
  Salt Shaker
  rare
  —
  16-18
  —
  Hangman's Noose
  rare
  —
  19-21 —
  Rod of Bubbles
  rare
  —
  22-25 —
  Brass Snake Ball
  rare
  —
  26-28 —
  Plumb of the 
  Elements
  rare
  —
  29-31 —
  Voidskin Cloak
  rare
  —
  32-35
  —
  Glass Wand  
  of Leng
  rare
  —
  36-40 —
  Larkmail
  rare
  —
  41-45 —
  Whirlwind Bolas
  rare
  —
  46-50 —
  Bonebreaker Mace
  rare
  —
  51-54
  —
  Earrings of  
  the Agent
  rare
  —
  55-60 —
  Wand of Bristles
  rare
  —
  61-65 —
  Slimeblade
  rare
  —
  66-68 —
  Brass  
  Clockwork Staff
  rare
  —
  69-72 —
  Silvered Oar
  rare
  —
  73-75
  —
  Corpsehunter's 
  Medallion
  rare
  —
  74-77 —
  Thirsting Thorn
  rare
  —
  76-78 —
  Song-Saddle of 
  the Khan
  rare
  —
  79-81 —
  Wave-Chain Mail
  rare
  —
  82-84 —
  Meteoric Plate
  rare
  —
  85-87
  —
  Blade of Petals
  rare
  —
  88-91 —
  Kyshaarth's Fang
  rare
  —
  92-94 —
  Rift Orb
  rare
  —
  95-96 1-8
  Nullifier's Lexicon
  very rare
  —
  97-99 9-13
  Boots of Quaking
  very rare
  —
  00
  14-20 Spear of the 
  Western Whale
  very rare
  —
  —
  21-29
  Mountain Hewer
  very rare
  —
  —
  30-39
  Tarian 
  Graddfeydd 
  Ddraig
  very rare
  —
  —
  40-48 Pistol of the  
  Umbral Court
  very rare
  —
  —
  49-55
  Sword of Volsung
  very rare
  —
  —
  56-63
  Fellforged Armor
  very rare
  —
  —
  64-71
  Umbral Chopper
  very rare
  —
  —
  72-80 Black Dragon Oil
  very rare
  —
  —
  81-89
  Stonechewer 
  Gauntlets
  very rare
  —
  —
  90-98 Locket of  
  Dragon Vitality
  very rare
  —
  —
  99
  Voidwalker
  legendary
  —
  —
  00
  Laevateinn
  artifact
  Level 
  1-4
  Level 
  5-10
  Level 
  11+
  Magic Item
  Rarity
  direct the beetle swarm to attack any creature 
  initially within your line of sight or destroy any 
  mundane object not made of stone or metal and 
  weighing less than 10 pounds (1 pound/round), but 
  it returns to staff shape after 1 minute regardless 
  (use the statistics for the swarm of quippers, but 
  replace the 40 foot swim speed with a 40 foot fly 
  speed). Once you have used the staff to create a 
  wireframe creature, it can’t be used again until the 
  next dawn.
  Note: If you have access to the Tome of Beasts from 
  Kobold Press, you can use the statistics for the 
  clockwork hound and clockwork beetle swarm 
  from that book.
  
  6
  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 
  due to its extremely small size. Whether successful 
  or not, once you have used the ring to attempt to 
  pick a lock, it can’t be used again until the next 
  sunset.
  Clockwork Spider Cloak
  Wondrous item, rare (requires attunement)
  This hooded cloak is made from black spider silk 
  and has thin brass ribbing stitched on the inside. 
  It has 3 charges. While wearing the cloak, you gain 
  a +2 proficiency bonus to all Dexterity (Stealth) 
  checks. As an action, you can expend a charge 
  to animate the brass ribs into articulated spider 
  legs 1 inch thick and 6 feet long for 1 minute. You 
  can use the charges in succession. The spider legs 
  allow you to climb at your normal walking speed, 
  and you double your proficiency bonus and gain 
  advantage on any Strength (Athletics) checks made 
  for slippery or difficult surfaces. The cloak regains 
  1d3 charges each day at sunset.
  Corpsehunter’s Medallion
  Wondrous item, rare (requires attunement)
  These amulets tend to be made from the skulls 
  of grave rats or from scrimshawed bones of the 
  ignoble dead. While wearing this amulet, you have 
  resistance to necrotic damage.
  Death’s Mirror
  Ring, uncommon
  Made from woven lead and silver, this ring fits only 
  on the hand’s smallest finger. As the moon is a dull 
  reflection of the sun’s glory, so too is the power 
  within this ring merely an imitation of the healing 
  energies that can bestow true life. It has 3 charges. 
  As a bonus action, you can expend a charge to gain 
  1d4 + 9 temporary hit points, as the spell false life.
  Earrings of the Agent
  Wondrous item, rare (requires attunement)
  Aside from a minor difference in size, these simple 
  golden hoops are identical to one another. Each 
  hoop has 1 charge and provides a different magical 
  effect. While wearing both hoops, you can use an 
  action to expend a charge and cause one of the 
  following effects:
  Small Hoop. Choose a 10 foot by 10 foot area you 
  can see. For 10 minutes, you can hear all sounds 
  as though you were standing within that area. You 
  may end this effect at any time.
  
  7
  Large Hoop. For 1 minute, while you are hidden, all 
  creatures within a 10 foot by 10 foot area you can 
  see receive disadvantage on Wisdom (Perception) 
  checks to see, hear, and smell you. If you become 
  unhidden, this effect ends immediately.
  Each hoop regains 1 expended charge daily at dawn.
  Fellforged Armor
  Armor [plate], very rare (requires attunement)
  While wearing this steam-powered magic armor, 
  you gain a +1 bonus to AC, your Strength score 
  increases by 2, and you gain the ability to cast speak 
  with dead as an action. Additionally, your voice 
  becomes deep, echoing, and sepulchral, granting 
  advantage on all Charisma (Intimidation) checks 
  and disadvantage on all Charisma (Persuasion) 
  checks. Once you have used the armor to cast speak 
  with dead, you can’t cast it again until the next dawn.
  Curse. Once attuned to this armor, you can’t 
  remove it unless you are the subject of a remove 
  curse spell or similar magic. As long as you remain 
  cursed, while wearing the armor, you gain an 
  unnatural aura, causing all animals to panic when 
  you are within 30 feet of them. You also gain 
  disadvantage on attack rolls against incorporeal 
  undead and on saving throws made against their 
  spells and abilities.
  Ferryman’s Coins
  Wondrous item, common
  It is customary in many faiths to weight a corpse’s 
  eyes with pennies so they have a fee to pay the 
  ferryman when he comes to row them across 
  death’s river to the afterlife. Ferryman’s coins, though, 
  ensure the body stays in the ground regardless of 
  the spirit’s destination. These coins, which feature 
  a death’s head on one side and a lock and chain on 
  the other, prevent a corpse from being raised as 
  any kind of undead. When you place two coins on a 
  corpse’s closed lids and activate them with a simple 
  prayer, they cannot be removed unless the person is 
  resurrected (in which case they simply fall away), or 
  someone makes a DC 15 Strength check to remove 
  them. Yanking the coins away does no damage to 
  the corpse.
  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.
  Glass Wand of Leng
  Wand, rare (requires attunement by a spellcaster)
  The tip of this twisted clear glass wand is 
  razor-sharp. It can be wielded as a magic dagger 
  that grants a +1 bonus to attack and damage rolls 
  made with it. The wand weighs 4 lbs and is roughly 
  18 inches long. When you tap the wand, it emits a 
  single, loud note which can be heard up to 20 feet 
  away and does not stop sounding until you choose 
  to silence it. 
  This wand has 5 charges. It regains 1d4 charges 
  daily at dawn. While holding it, you can use 
  an action to expend charges to cast one of the 
  following spells (save DC 17): arcane lock (2 charges), 
  disguise self (1 charge), and tongues (3 charges). 
  Hangman’s Noose
  Wondrous item, rare (requires attunement)
  Certain hemp ropes used in the execution of final 
  justice can affect those beyond the reach of normal 
  magics. This noose has 3 charges. While holding 
  it, you may, as an action, expend a charge to cast 
  hold monster. Unlike the standard version of this 
  spell, though, the magic of the hangman’s noose only 
  affects undead. It regains 1d3 charges daily at dawn.
  
  8
  You gain a +2 bonus to attack and damage rolls 
  made with this magic weapon. When you hit a 
  creature with it, that target takes an extra 1d6 
  force damage.
  Door to Death: On your turn, you can use a bonus 
  action to allow the blade to take partial control of 
  your desires. You gain 2 of the following effects, 
  chosen by rolling a d6:
  d6
  Effect
  1
  Resolve: You gain temporary hit points 
  equal to your level + Constitution modifier.
  2
  Precision: Your bonus to attack and damage 
  rolls with Laevateinn increases to +3.
  3
  Ward: You gain resistances to bludgeoning, 
  piercing, and slashing weapons.
  4
  Ferocity: Your weapon attacks with 
  Laevateinn deal an additional 1d8 force 
  damage.
  5
  Apocalypse: The next time you hit a 
  creature with Laevateinn, that target 
  takes an extra 1d4 fire, 1d4 cold, and 1d4 
  lightning damage.
  6
  Insanity: Laevateinn control cannot end or 
  be disrupted until the end of the battle or 
  you are incapacitated or dead.
  At the start of each subsequent turn, you can 
  choose to allow Laevateinn to continue having 
  control or you can end the control as a bonus 
  action unless you are suffering the Insanity effect. 
  If Laevateinn has control over you, reroll the effects 
  you gain, except Insanity (you must keep it if you 
  have it), and take 2d6 psychic damage. Once you 
  use this feature, you cannot use it again until you 
  complete a long rest.
  Sentience. Laevateinn is a sentient chaotic neutral 
  weapon with an Intelligence of 12, a Wisdom of 
  14, and a Charisma of 14. It has darkvision out to 
  a range of 120 feet. The weapon communicates 
  telepathically with its wielder and can speak 
  Common. It can understand every language of its 
  wielder.
  Personality. Laevateinn speaks in short sentences, 
  often singular action phrases. It desires to be 
  great and to be heralded as a being of strength. 
  Sometimes it speaks about its creation and the 
  gods who tampered with it. It frequently desires to 
  be soaked in some form of destruction.
  Kyshaarth’s Fang
  Weapon (dagger), rare (requires attunement)
  This dagger’s blade is composed of black, bone-like 
  material. Tales suggest the weapon is fashioned 
  from a voidling’s* tendril barb. When you hit with 
  an attack using this magic weapon,  the target takes 
  an extra 2d6 necrotic damage. If you are in dim 
  light or darkness, you regain a number of hit points 
  equal to the necrotic damage dealt to the target.
  * See Tome of Beasts
  Larkmail
  Armor (chainmail), rare (requires attunement)
  While wearing this armor, you gain a +1 bonus 
  to AC. The links of this mail have been stained to 
  create the optical illusion that you are wearing 
  a brown-and-russet feathered tunic. While you 
  wear this armor, your Charisma (Performance) 
  checks made with an instrument have advantage. 
  Additionally, when you play an instrument, all 
  creatures of your choosing who can hear you must 
  succeed on a DC 14 Charisma saving throw or be 
  charmed by you for 1 minute. Once this aspect of 
  the armor has been used, it can’t be used again until 
  the next dawn.
  Laevateinn
  Weapon (spear), artifact (requires attunement)
  This spear was forged from a piece of a scale found 
  when Veles bit into its own tail. The spear’s original 
  forger is unknown, but its destructive force is clear: 
  kingdoms fall at the stroke of this weapon, making 
  it both feared and coveted. The spear is held 
  close by the gods but always seems to appear—
  miraculously stolen and found in the hands of a 
  mortal—during times of great change. 
  Laevateinn’s blade is a dark brown, almost 
  pitch-black, and the blade’s rough, scaled surface 
  seems to expand and contract as if still upon a 
  breathing dragon. The spear’s shoulder is made 
  from gold with three black talons that hold a clear 
  gemstone eye with a pulsing red center in which 
  the scaled blade rests. The spear’s neck is set with a 
  second gemstone that holds a bluish-white liquid 
  which swirls in a discernible whirlpool. The haft 
  is made from a twig of Yggdrasil with tiny stars 
  twinkling in its grain. 
  
  9
  Meteoric Plate
  Armor (plate), rare (requires attunement)
  This plate armor was magically crafted from plates 
  of interlocking stone. Tiny rubies inlaid in the 
  chest create a glittering mosaic of flames. When 
  you fall while wearing this armor, you can tuck your 
  knees against your chest and curl into a ball. While 
  falling in this way, flames form around your body. 
  You take half the usual falling damage when you 
  hit the ground, and fire explodes from your form 
  in a 20-foot-radius sphere. Each creature in this 
  area must make a DC 13 Dexterity saving throw. 
  On a failed save, a target takes fire damage equal to 
  the falling damage you took, or half as much on a 
  successful saving throw.
  The fire spreads around corners and ignites 
  flammable objects in the area that aren’t being 
  worn or carried.
  Mountain Hewer
  Weapon (greataxe), very rare (requires attunement by a 
  creature with a Strength of 19 or higher)
  You gain a +2 bonus to attack and damage rolls 
  made with this magic weapon. The massive head of 
  this axe is made from chiseled stone lashed to its 
  haft by thick rope and leather strands. Small chips 
  of stone fall from its edge intermittently, though 
  it shows no sign of damage or wear. You may use 
  your action to call on the magic of this axe to cast 
  light at-will. While the light is active, floating stones 
  glow grey and white as they swirl around the axe.
  As a bonus action, choose a creature you can see. 
  For 1 minute, that creature must succeed on a DC 
  15 Wisdom saving throw each time it is damaged by 
  the axe, or become frightened until the end of your 
  next turn. Creatures of Large size or greater have 
  disadvantage on this save. Once used, this property 
  of the axe can’t be used again until the next dawn.
  Nullifier’s Lexicon
  Wondrous item, very rare (requires attunement)
  This book has a black leather cover with silver 
  bindings and a silver front plate. Void Speech 
  glyphs adorn the plate, which is pitted and 
  tarnished. The pages are thin sheets of corrupted 
  brass and are inscribed with more blasphemous 
  glyphs. While you are attuned to the lexicon, you 
  can speak, read, and write Void Speech, and you 
  know the crushing curse** cantrip.
  Destroying the Spear. Mundane attempts to destroy 
  the spear seem to work, but the artifact always 
  miraculously reappears in the hands of a mortal 
  during a period of great change. To truly destroy 
  the spear, its attuned wielder must mix blood from 
  the World Serpent with ash from burned leaves of 
  Yggdrasil then soak Laevateinn in this concoction 
  for fifty years.
  Locket of Dragon Vitality
  Wondrous item, very rare (requires attunement)
  Legends tell of a dragon whose hide was 
  impenetrable and so tenacious that only a blow to 
  the heart would kill it. An unnamed hero finally 
  defeated it and tore its heart into two. The dragon’s 
  name was lost, but its legacy remains. This magic 
  amulet is one of two items that were crafted to 
  hold its heart. An intricate engraving of a warrior’s 
  sword piercing a dragon’s chest is detailed along 
  the front of this untarnished silver locket. Within 
  the locket is a clear crystal vial with a pulsing 
  piece of a dragon’s heart. The pulses become more 
  frequent when you are close to death.
  Attuning to the locket requires you to mix 
  your blood with the blood within the vial. The 
  vial holds 3 charges of dragon blood that are 
  passively consumed upon reaching certain health 
  thresholds. Dragon blood charges are regained 
  when slaying any dragonkin and draining its 
  heart’s blood into the vial. While attuned, you gain 
  the following effects:
  When you reach 0 hit points, but do not die 
  outright, the vial will break and the dragon heart 
  will stop pulsing, rendering the item broken and 
  irreparable. You immediately gain temporary HP 
  equal to your level + your Constitution modifier. 
  If the locket has at least 1 charge of dragon blood, 
  it does not break, but it can’t be activated again for 
  1d4 + 1 days. Upon reaching half of your maximum 
  HP, you passively consume a charge of dragon 
  blood and gain immunity to any type of blood loss 
  effect for 1d4+1 hours. Any existing blood loss 
  effects end immediately when this activates.
  Dragon Heart Ritual: If you are also attuned to 
  the sword of volsung, you may drain 3 charges of the 
  locket into the sword of volsung, rendering this item 
  broken and irreparable but passively gaining its 
  effects while attuned to the sword. This requires a 
  long rest where you attune with the new sword of 
  volsung.
  
  10
  By intoning certain passages from the lexicon, 
  you can cast the following spells: conjure voidborn**, 
  dominate monster, life drain**, shatter, thunderwave. 
  **indicates a spell from Deep Magic 3: Void Magic
  You can cast a spell once from the nullifier’s lexicon 
  without difficulty. For each successive casting, you 
  take a cumulative 1d6 necrotic damage. This resets 
  when you finish a long rest.
  Finally, you can spend 1 minute pronouncing a 
  complicated passage in Void Speech to rearrange 
  reality to your will. State your general intention 
  when you make the pronouncement (“Strike down 
  my enemies,” “repair the damage the dragon’s 
  breath did to me,” etc.). The DM decides the form 
  this alteration of reality takes, but the effect of any 
  wizard, cleric, or Void magic spell is appropriate. 
  When the effect occurs, you suffer 5d10 necrotic 
  damage, and you can’t use this ability again for 7 
  days.
  Phidjetz Spinner
  Weapon (dart), Uncommon (requires attunement  
  by a monk)
  This dart (shuriken) was crafted by the monk 
  Phidjetz, a martial recluse obsessed with dragons. 
  The spinner consists of a golden central disk with 
  four metal dragon heads protruding symmetrically 
  from its center point: one red, one white, one blue 
  and one black.
  As an action, you can spin the disk using the 
  pinch grip in its center. You choose a single target 
  within 30 feet and make a ranged attack roll. The 
  spinner then flies at the chosen target.
  Once airborne, each dragon head emits a blast of 
  elemental energy appropriate to its type. When you 
  hit a creature, determine which dragon head affects 
  it by rolling a d4 on the following chart:
  d4
  Effect
  1
  Red: The target takes 1d6 fire damage and 
  combustible materials on the target ignite, 
  doing 1d4 fire damage each turn until it is 
  put out.
  2
  White: The target takes 1d6 cold damage 
  and is restrained until your next turn.
  3
  Blue: The target takes 1d6 lightning damage 
  and is paralyzed until your next turn.
  4
  Black: The target takes 1d6 acid damage 
  and is poisoned until your next turn.
  After the attack, the spinner flies back to your 
  free hand or to an open space near you if your 
  hands are full. 
  Pistol of the Umbral Court
  Weapon (hand crossbow), very rare (requires 
  attunement)
  You gain a +2 bonus on attack and damage rolls 
  made with this magic weapon. This hand crossbow 
  is made from coal-colored wood. Its limb is made 
  from cold steel and boasts engravings of sharp 
  teeth. The barrel is magically oiled and smells 
  faintly of ash. The grip is made from rough leather.
  When you hit with an attack with this weapon, 
  you may force the target of your attack to succeed 
  on a DC 14 Strength saving throw or be pushed 5 
  feet away from you. The target takes damage, as 
  normal, whether it was pushed away or not. 
  As a bonus action, you can increase the distance 
  creatures are pushed to 20 feet for 1 minute. 
  If the creature strikes a solid object before the 
  movement is complete, it takes 1d6 bludgeoning 
  damage for every 10 feet traveled. Once used, this 
  property of the crossbow can’t be used again until 
  the next dawn.
  Plumb of the Elements
  Wondrous item, rare (requires attunement)
  This four-faceted lead weight is hung on a long 
  leather strip, which can be wound around the haft 
  or handle of any melee weapon. You may remove 
  the plumb and transfer it to another weapon 
  whenever you wish. Weapons with the plumb 
  attached to it deal additional force damage equal 
  to your proficiency bonus (up to a maximum of 3). 
  As an action, you may activate the plumb to change 
  this additional damage type to fire, cold, lightning, 
  or back to force.
  Rift Orb
  Wondrous item, rare
  A sphere of obsidian 3 inches in diameter. When 
  you speak the command word in Void Speech, you 
  can throw the sphere as an action to a point within 
  60 feet. When the sphere reaches the point you 
  choose, or if it strikes a solid object on the way, it 
  immediately stops and generates a tiny rift into the 
  Void. The area within 20 feet of the rift orb becomes 
  difficult terrain, and gravity begins drawing 
  
  11
  everything in the affected area toward the rift. 
  Each creature in the area at the start of its turn, or 
  when it enters the area for the first time on a turn, 
  must succeed on a DC 15 Strength saving throw 
  or be pulled 10 feet toward the rift. A creature 
  that touches the rift takes 4d10 necrotic damage. 
  Unattended objects in the area are pulled 10 feet 
  into the rift at the start of your turn. Nonmagical 
  objects pulled into the rift are destroyed.
  The rift orb functions for 1 minute, after which 
  time it becomes inert. It can’t be used again until 
  the following midnight.
  Rod of Bubbles
  Rod, rare
  This rod appears to be made of foamy bubbles, 
  but is completely solid to the touch. This rod has 
  3 charges. While holding it, you can use an action 
  to expend one of its charges to conjure a bubble 
  around a creature or object within 30 feet. If the 
  target is a creature, it must make a DC 13 Strength 
  saving throw. On a failed save, the target becomes 
  trapped in a 10-foot sphere of water. A Huge or 
  larger creature automatically succeeds on this 
  saving throw. A creature trapped within the bubble 
  is restrained unless it has a swim speed and cannot 
  breathe unless it can breathe water. If the target 
  is an object, it becomes soaked in water, any fire 
  effects are extinguished, and any acid effects are 
  negated.
  The bubble floats in the exact spot where it was 
  conjured for up to 1 minute, unless blown by a 
  strong wind or moved by water. The bubble has 
  50 hit points, AC 8, immunity to acid damage and 
  vulnerability to piercing damage. The inside of the 
  bubble also has resistance to all damage except 
  piercing damage. The bubble disappears after 1 
  minute or when it is reduced to 0 hit points.
  When not in use, this rod can be commanded to 
  take liquid form and be stored in a small vial. The 
  rod recovers 1d3 expended charges daily at dawn.
  Scrimshaw Comb
  Wondrous item, uncommon (requires attunement)
  Aside from being carved from bone, this comb 
  is a beautiful example of functional art. It has 3 
  charges. As an action, you can expend a charge to 
  cast invisibility. Unlike the standard version of this 
  spell, you are only invisible to undead creatures. 
  However, you can attack creatures who are not 
  undead (and thus unaffected by the spell) without 
  breaking the effect. Casting a spell breaks the effect 
  as normal. The comb regains 1d3 expended charges 
  daily at dawn.
  Silvered Oar
  Wondrous item, rare 
  This is a 6-foot-long birch wood oar with leaves and 
  branches carved into its length. The grooves of the 
  carvings are filled with silver, which glows softly 
  (20-foot dim light) when it is outdoors at night. 
  You may activate the oar as an action to have it row 
  a boat unassisted, obeying your mental commands. 
  You may instruct it to row to a destination familiar 
  to you, allowing you to rest while it performs 
  its task. While rowing, it will avoid contact with 
  objects on the boat, but can be grabbed and stopped 
  by anyone at any time. The oar can move a total 
  weight of 2,000 pounds at a speed of 3 miles per 
  hour. It floats back to your hand if the weight of the 
  craft, crew, and carried goods exceeds that weight. 
  Slimeblade
  Weapon [any sword], rare (requires attunement)
  You gain a +1 bonus to attack and damage 
  rolls made with this magic weapon. The blade 
  of the sword is coated in an endless supply of 
  violet-colored slime. Despite the sword’s tendency 
  to drip, the slime does not flow over the pommel, 
  regardless of the angle at which it is held. You are 
  entirely immune to the effect of the slime while 
  attuned to this sword. You may communicate 
  telepathically with ooze creatures while wielding 
  this weapon, and you gain advantage on Charisma 
  (Deception, Intimidation, and Persuasion) checks 
  against oozes. 
  Once each combat, you may use an action 
  to make a ranged attack (Dexterity modifier + 
  Proficiency bonus to hit, range 20/40 ft., one 
  target. Hit: 11 (2d8+2) poison damage) with the 
  sword by flinging the slime towards any creature 
  you can see. Creatures damaged by this attack must 
  make a DC 14 Constitution saving throw or be 
  poisoned until the end of their next turn.
  
  12
  Soldra’s Staff
  Staff, uncommon (requires attunement by a wizard)
  Crafted by a skilled wizard and meant to be a 
  spellcaster’s last defense, this staff is 5 feet long, 
  made of yew wood that curves at its top, is iron 
  shod at its mid-section, and capped with a silver 
  dragon’s claw that holds a lustrous, though rough 
  and uneven, black pearl.
  This staff can be wielded as a magic quarterstaff 
  that grants a +1 to attack and damage rolls made 
  with it. It has 4 charges and regains 1d3 expended 
  charges daily at dawn. Once daily, it can regain 1 
  expended charge by exposing the pearl to direct 
  moonlight for 1 turn.
  When used as a weapon, the staff howls and 
  whistles hauntingly like the wind. When its spells 
  are employed, the staff chirps like insects on a hot 
  summer night.
  Spells. While holding the staff, 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: faerie fire (3 charges), gust of wind (1 charge).
  Song-Saddle of the Khan
  Wondrous item, rare
  Made from enchanted leather and decorated with 
  songs lyrics written in calligraphy, this perfectly 
  crafted saddle is enchanted with the impossible 
  speed of a great horseman. While this saddle is 
  attached to a horse, that horse’s speed is increased 
  by 10 feet. In addition, the horse may Disengage as 
  a bonus action.
  Spear of the Western Whale
  Weapon (spear), very rare (requires attunement)
  You gain a +1 bonus to attack and damage rolls 
  made with this magic weapon. Fashioned in the 
  style of a whaling spear, this long, barbed weapon 
  is made from bone and heavy, yet pliant, ash wood. 
  Its point is lined with decorative engravings of fish, 
  clam shells, and waves. While you carry this spear, 
  you receive advantage on any Wisdom (Survival) 
  checks to acquire food via fishing, and you gain 
  advantage on all Strength (Athletics) checks to 
  swim. When set on the ground, the spear always 
  spins to point west. 
  When thrown in a westerly direction, the spear 
  does an additional 2d6 cold damage to any creature 
  it strikes. 
  Stonechewer Gauntlets
  Wondrous item (gauntlets), very rare  
  (requires attunement)
  These impractically spiked gauntlets are made 
  from adamantium, are charged with raw elemental 
  earth magic, and limit your fingers’ range of 
  motion. While wearing these gauntlets, you may 
  not carry any weapon or object, nor may you climb 
  or otherwise perform precise actions requiring 
  the use of the hands. The gauntlets turn unarmed 
  strikes with your hands into magic weapons that 
  deal an extra  2 piercing damage. 
  As an action, you may activate the gauntlets to 
  gain a burrow speed of 10 feet for 10 minutes. You 
  may burrow through earth and stone, leaving a 
  tunnel in your wake large enough for a Medium 
  creature to pass through (Large creatures have 
  their speed halved from stooping). The tunnel 
  collapses when you lose the burrow speed.  Once 
  used, this property of the gauntlets can’t be used 
  again until the next dawn.
  Sword of Volsung
  Weapon (longsword or greatsword), very rare (requires 
  attunement by a fighter or paladin)
  You gain a +2 bonus to attack and damage rolls 
  made with this magic weapon. When you hit 
  a dragon with it, that target takes an extra 1d4 
  slashing damage. Legends tell of a dragon whose 
  hide was impenetrable and so robust that only a 
  blow to the heart would kill it. An unnamed hero 
  finally defeated it and tore its heart into two. The 
  dragon’s name was lost, but its legacy remains. 
  This sword is one of two items that were crafted to 
  hold its heart. The sword of volsung’s black blade is 
  adorned with glittering silver runes, and its guard 
  has a shallow opening at the center with grooves 
  connecting it to the first rune. The sword’s pommel 
  is a large, clear crystal held fast by silver scales.
  While attuned to this weapon, you gain the 
  following effects:
  Runes of Courage: You cannot be frightened.
  Dragon Heart Ritual: If you are also attuned to 
  the locket of dragon vitality, you may drain 3 charges 
  from the locket into the sword, rendering the 
  locket broken and irreparable, but passively gain 
  its effects while attuned to the sword. Doing this 
  requires a long rest where you attune with the new 
  sword of volsung. Upon completing the Dragon 
  
  13
  Heart Ritual, the sword of volsung contains all 
  remaining charges from the locket of dragon 
  vitality. On your turn, you may consume 2 charges 
  to activate Fragment of Gram Awakened. The 
  sword regains all expended charges after you slay 
  any dragon.
  Fragment of Gram Awakened: For 1d2 days, 
  your sword of volsung becomes a Fragment of Gram. 
  You gain a +3 to attack and damage rolls with the 
  magical sword and deal an extra 1d6 slashing 
  damage to dragons. Upon reaching 0 hit points 
  and not dying outright, you gain temporary hit 
  points equal to 1d4 + your level + your Constitution 
  modifier. Once used, this effect can’t be used again 
  until you complete a long rest.
  Talking Torches
  Wondrous item, rare
  While you are holding this heavy iron and wood 
  torch, you may speak a command word and cause 
  it to produce a magical, heatless, unending source 
  of light that provides light identical to a mundane 
  torch. You may light or extinguish the torch at 
  will. The torches are created in sets of two, four, or 
  six. Any creature carrying a torch from a set may 
  communicate telepathically up to five miles with 
  any other creature carrying a torch from the same 
  set. 
  Tarian Graddfeydd Ddraig
  Armor (shield), very rare (requires attunement)
  This metal shield has an outer coating consisting of 
  hardened resinous insectoid secretions embedded 
  with flakes from ground dragon scales collected 
  from various dragon wyrmlings and one shadow 
  dragon. While holding this shield, you gain a +2 
  bonus to AC and you are resistant to acid, cold, 
  fire, lightning, necrotic, and poison damage caused 
  by the breath weapons of dragons.  It requires a 
  minimum Strength score of 16 to wield. 
  When sufficient light is available , you can reflect 
  it off the shield’s dragon scale flakes to cause a 
  cone of multicolored light to flash from it (15-
  foot cone if in dim light; 30-foot cone if in bright 
  light). Each target in the cone must make a DC 16 
  Dexterity saving throw. For each target, roll a d6 
  to determine which dragon color is reflected at it. 
  Once used, this property of the shield can’t be used 
  again until the next dawn.
  d6
  Effect
  1
  Red: The target takes 6d6 fire damage on 
  a failed save, or half as much damage on a 
  successful one.
  2
  White: The target takes 4d6 cold damage 
  and is restrained until your next turn on a 
  failed save, or half as much damage and is 
  not restrained on a successful one.
  3
  Blue: The target takes 4d6 lightning 
  damage and is paralyzed until your next 
  turn on a failed save, or half as much 
  damage and is not paralyzed on a successful 
  one.
  4
  Black: The target takes 4d6 acid damage on 
  a failed save, or half as much damage on a 
  successful one. If the target failed the save, 
  it also takes an extra 2d6 acid damage on 
  your next turn.
  5
  Green: The target takes 4d6 poison damage 
  and is poisoned until your next turn on a 
  failed save, or half as much damage and is 
  not poisoned on a successful one.
  6
  Shadow: The target takes 4d6 necrotic 
  damage and its Strength score is reduced by 
  1d4 on a failed save, or half as much damage 
  and does not reduce its Strength score 
  on a successful one. The target dies if this 
  Strength reduction reduces its Strength to 
  0. Otherwise, the reduction lasts until the 
  target finishes a short or long rest.
  Thirsting Thorn
  Weapon (shortsword), rare (requires attunement)
   You gain a +1 bonus to attack and damage rolls 
  made with this weapon. In addition, while carrying 
  the sword, you gain resistance to necrotic damage.
  Curse. Made from the twisted wood of a corrupted 
  treant, this living shortsword must be pruned 
  regularly, as small branches grow from it whenever 
  it draws blood. Made from one continuous piece 
  of dark-colored wood, this single-edged blade 
  occasionally haunts you with disturbing images of 
  rotting forests. 
  Each time you reduce a creature to 0 hit points 
  with this weapon, you may regain 2d8+2 hit points. 
  Each time you regain hit points this way, you 
  must succeed a DC 12 Wisdom saving throw or 
  be incapacitated by terrible visions until the end 
  
  14
  of your next turn. If you reach your maximum hit 
  points using this effect, you automatically fail the 
  saving throw. 
  As long as you remain cursed, you are unwilling 
  to part with the sword, keeping it within reach 
  at all times. If you have not damaged a creature 
  with this sword within the past 24 hours, you have 
  disadvantage on attack rolls with weapons other 
  than this one as its hunger for blood drives you to 
  slake its thirst.
  Umbral Chopper
  Weapon [any axe], very rare (requires attunement)
  This simple axe looks no different from a standard 
  forester’s tool. A single-edged head is set into a slot 
  in the haft and bound with strong cord. The axe was 
  found by a timber-hauling crew who disappeared 
  into the shadows of a cave deep in an old forest. 
  Retrieved in the dark of the cave, the axe was found 
  to possess disturbing magical properties. 
  You gain a +1 bonus to attack and damage rolls 
  made with this weapon, which deals necrotic 
  damage instead of slashing damage. When you hit 
  a plant creature with it, the target must make a DC 
  14 Constitution saving throw or take 4d6 extra 
  damage and have its speed halved until the end of 
  its next turn. On a successful save, the target takes 
  half of the extra damage and its speed is not halved. 
  While you carry this axe, you may use an action to 
  cast darkness (DC 14 to dispel, no concentration 
  required). Once this property is used, it can’t be 
  used again until the next sunset.
  Voidskin Cloak
  Wondrous item, rare (requires attunement)
  This pitch-black cloak absorbs light and whispers 
  as it moves. It feels like thin leather with a knobbly, 
  scaly texture, though none of that detail is visible 
  to the eye. While you wear this cloak, you have 
  resistance to necrotic damage. While the hood 
  is up, your face is pooled in shadow, and you can 
  use a bonus action to fix your black gaze upon a 
  creature you can see within 60 feet. If the creature 
  can see you, it must succeed on a DC 15 Wisdom 
  saving throw or be frightened for 1 minute. The 
  creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on 
  a success. Once a creature succeeds on its saving 
  throw, it can’t be affected by the cloak again until 
  it finishes a long rest. Pulling the hood up or down 
  requires an action.
  Voidwalker
  Ring, legendary (requires attunement)
  This band of tarnished silver bears no ornament or 
  inscription, but is icy cold to the touch. The patches 
  of dark corrosion on the ring constantly, but subtly, 
  move and change; though, this never occurs while 
  anyone observes the ring.
  While wearing Voidwalker, you gain the benefits 
  of a ring of free action and a ring of cold resistance. It 
  has the following additional properties.
  Forbidden Lore. Voidwalker knows a great deal 
  about esoteric and dark topics and grants you the 
  following skill modifiers: Arcana +8, History +8, 
  Religion +8.
  Necrotic Absorption. When you would take necrotic 
  damage, you can use your reaction to absorb the 
  damage instead. You regain hit points equal to the 
  necrotic damage you would have otherwise taken.
  Void Step. You can use the ring to cast misty step 
  at will. Instead of a puff of mist, you fade and 
  reappear in a black smear in the air.
  Sentience. Voidwalker is a sentient neutral evil ring 
  with an Intelligence of 14, a Wisdom of 12, and a 
  Charisma of 16. It has hearing and darkvision out 
  to a range of 120 feet. 
   
  The ring communicates telepathically with its 
  wearer, and can also speak Abyssal, Common, 
  Infernal, and Void Speech. It constantly whispers 
  suggestions for its wearer to find new pathways to 
  the Void, often as a means to solve any problem or 
  dilemma the wearer faces.
  Personality. Voidwalker is an obsequious thing 
  that takes great pains to cater to the desires 
  of its wearer. It comports itself as an advisor, 
  majordomo, or other high-ranking servant. In 
  truth, its purpose is to return to the Void and to 
  take a mortal “master” with it. Conflict arises if 
  its wearer tries to seal a breach or gateway into the 
  Void or to discard the ring.
  The ring is clever and knows that most mortals 
  want nothing to do with the Void directly. It also 
  knows that most of the creatures with strength 
  enough to claim it will end up in dire straits sooner 
  or later. It doesn’t overplay its hand trying to push 
  a master to take a plunge into the depths of the 
  Void, but instead makes itself as indispensable as 
  possible. It provides counsel and protection, all the 
  while subtly pushing its master to take greater and 
  greater risks.
  
  15
  Once it’s maneuvered its wearer into a position 
  of desperation, generally on the brink of death, 
  Voidwalker offers a way out. If the master accepts, it 
  opens a gate into the Void, most likely sealing the 
  creature’s doom.
  Wand of Bristles
  Wand, rare (requires attunement)
  This wand is made from the bristles of a giant 
  boar bound together with magical, silver thread. 
  It weighs 1 pound and is 8 inches long. The wand 
  has a strong boar musk scent to it, which is difficult 
  to mask and is noticed by  any creature within 10 
  feet of you that possesses the Keen Smell trait. The 
  wand is comprised of 10 individual bristles, and, 
  while holding it, you may use your action to remove 
  bristles to invoke one of the following effects.
  Ghostly Charge (3 bristles). You toss the bristles 
  towards one creature you can see. A phantom giant 
  boar charges 30 feet toward the creature. If the 
  phantom’s path connects with the creature, the 
  target must succeed on a DC 14 Dexterity saving 
  throw or take 2d8 force damage and be knocked 
  prone.
  Truffle (2 bristles). You plant the bristles in the 
  ground to conjure up a magical truffle. The 
  mushroom can be consumed to restore 2d8+1 hit 
  points.
  So long as the wand has 1 bristle remaining, it 
  regrows 2 bristles daily at dawn. Using the last 
  bristle destroys the object.
  Wand of the Timekeeper
  Wand, rare (requires attunement)
  This smoothly polished wooden wand is perfectly 
  balanced in the hand. Its grip is wrapped with 
  supple leather strips, and its length is decorated 
  with intricate arcane symbols. When you use it 
  while playing a drum, it provides advantage on 
  Charisma (Performance) checks. The wand has 5 
  charges. While holding it, you can use an action 
  to expend 1 or more charges to invoke one the 
  following effects.
  Synchronize (1 charge). One creature you can see 
  who has not taken its turn this round takes its 
  next turn immediately after yours regardless of its 
  initiative order. The target may choose to make a 
  DC 14 Wisdom saving throw to resist this effect.
  Erratic (2 charges). One creature you can see must 
  re-roll its initiative at the end of each of its turns for 
  1 minute. The target may choose to make a DC 14 
  Wisdom saving throw to resist this effect.
  The wand regains 1d4 charges daily at dawn. 
  Wave-Chain Mail
  Armor (chainmail), rare (requires attunement)
  The rows of chain links of this armor seem to ebb 
  and flow like waves while worn. Attacks against you 
  have disadvantage while at least half of your body is 
  submerged in water.
  Additionally, when you are attacked, you can turn 
  all or part of your body into water as a reaction, 
  gaining immunity to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons, until 
  the end of the attacker’s turn. Once used, this 
  property of the armor can’t be used  again until the 
  next dawn.
  Whirlwind Bolas
  Weapon (bolas), rare
  The metal weights of this weapon are inscribed 
  with spiraling sigils of the wind. If a creature’s 
  speed has been reduced to 0 by this weapon (see 
  “Special,” below), you may say a command word as 
  a bonus action. When commanded, the weights of 
  the bolas begin to spin, creating a vortex of wind 
  around the target. The vortex lifts the target 30 feet 
  into the air, then releases it. The whirlwind bolas 
  then return to the thrower.
  Special. A Medium or Small creature hit by a bolas 
  must make a DC 10 Strength saving throw or have 
  its speed reduced to 0 and fall prone until it is 
  freed. A bolas has no effect on formless creatures 
  or creatures that are Large or larger. A creature 
  can use its action to make a DC 10 Strength 
  check, freeing itself or another creature within its 
  reach on a success. Dealing 5 slashing damage to 
  the bolas (AC 10) also frees the creature without 
  harming it, ending the effect.
  Martial Ranged Weapon
  Cost
  Damage
  Range
  Weight
  Properties
  Bolas
  5 gp
  —
  5/15
  2 lbs.
  thrown, special
  
  16
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   Open Game License v 1.0a Copyright 2000, Wizards of 
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   System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original material by 
  E. Gary Gygax and Dave Arneson. 
   Items Wondrous Strange © 2017 Open Design; Authors: 
  James Bitoy, Peter von Bleichert, Dan Dillon, James Haeck, 
  Neal Litherland, Adam Roy, and Jon Sawatsky.
  OPEN GAME LICENSE Version 1.0a
  
  AN ADVENTURE 
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes  
  to 5th Edition, from vicious dungeon vermin  
  to earth-shaking personifications of evil!
  Every entry comes with full-color art by  
  some of the top talent in the industry.  
  Here, Game Masters will find:
  • Clockwork creatures
  • Drakes and dragons
  • Devils and arch-devils
  • Dangerous flavors of the fey
  ...and much more! These monsters are ready to  
  wreak havoc in any fantasy setting, from  
  fan-favorite realms to worlds of your own creation.
  Flip to any page in the Tome of Beasts and you’ll  
  find an encounter that players won’t soon forget...
  Available now from www.KoboldPress.com  
  and better game stores everywhere!
  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Items Wondrous Strange.pdf