TEXT: Wimblerock's Auction Catalog
  Wimblerock's Auction Catalog
  Wimblerock's Auction Catalog
  Wimblerock's Auction Catalog
  Wimblerock's Auction Catalog
  
  In March, 2019 the community of r/DnDBehindtheScreen came together to build up a list of
  magical treasures to supplement the treasure found in the Dungeon Master's Guide. These
  treasures were built with 5e in mind, but were not reviewed for balance. We hope that you
  find this list of unique items useful for your games.
  Credits
  This document was compiled and edited by u/PantherophisNiger.
  Cover art by u/PfenixArtwork
  You can support the creation of more custom artwork for BTS by clicking this link
  Formatting suggestions and advice from u/PfenixArtwork, u/famoushippopotamus, u/LordTathamet and u/ItKeepsOnBurning.
  Special thanks to The Gollicking, especially u/InfinityCircuit, u/M0rdenkainen and u/RexiconJesse for assistance with some of
  the more challenging items.
  Most items have been edited for clarity, and congruence with 5th edition mechanics. In most cases, I worked to clarify
  mechanics without any drastic changes. If you feel that these edits are not faithful to your design, please contact
  u/PantherophisNiger via Reddit PM.
  All items found within this catalog of the upcoming Centennial Multiverse Auction (tm) are to be sold as-is. J.J. Wimblerock & Sons
  Artifact Auctioneers Limited Liability Company offers no warranties, guarantees, exchanges or resurrections in the event that these
  items destroy your local multiverse, unravel your space-time continuum, end all life upon your disc, or replace your Gods with
  sentient sheep. J.J. Wimblerock & Sons Artifact Auctioneers Limited Liability Company offers binding arbitration in the event of
  item manufacturer's recall.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Contents
  4
  8
  18
  25
  30
  42
  Ammunition
  Armor
  Consumables
  Jewelry
  Rods, Staves and Wands
  Weapons
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Ammunition
  A
  rrows, bolts and bullets. Most of these are
  intended as singular-use items to be fired as
  projectiles from a bow, crossbow, steampunk
  gun, or whatever other kind of projectile hurling
  device you can think of.
  Arrow of Knight
  Ammunition, artifact (requires attunement)
  This bronze arrow with white fletching is too long and a
  little too heavy to be fired accurately with a shortbow. To fire
  the Arrow of Knight, you must be wielding a longbow or heavy
  crossbow, and first succeed on a DC 10 Strength check just to
  string it. You take disadvantage on attack rolls to fire the
  Arrow of Knight. On a hit, the attack deals 2d10 piercing plus
  2d10 radiant damage. A creature slain with the Arrow of
  Knight cannot be raised as an undead. However, if you can
  string and let fly -- whether it hits or misses, the arrow will
  summon a celestial knight in shining armor who will
  steadfastly defend you. The knight has statistics equivalent to
  the knight NPC, but it is a celestial, its attacks deal +1d6 extra
  radiant damage, and it is immune to all attacks by nonmagical
  weapons. The knight persists for 1 hour, or until it is
  dismissed as an action by you. The celestial knight acts on its
  own, defending you against creatures that mean you harm.
  However, the knight does not obey your commands. The
  Arrow of Knight may be used repeatedly, but it can only be
  fired again if it is re-attuned. To attune to the Arrow of Knight,
  you must hold it in your hands and recite the Knight's Prayer
  at dawn.
  The first recorded appearance of the Arrow of
  Knight was in the defense of the city of St. Anglos
  against northern invaders during the Second Age. A
  scholar of the southron faith has written a treatise
  laying out the case that the summoned knight is
  actually the spirit of St. Anglos himself. A more
  popular tale suggests that St. Anglos bound the soul
  of a vanquished foe to a simple arrow, and left it
  with the Duke of the city to be used in its defense
  during his absence.
  by u/OrkishBlade
  Arrow of Missile Attraction
  Ammunition, very rare
  After a successful attack made with this arrow, the victim of
  the attack begins to attract missiles. Any projectile that passes
  within 20ft of the victim has a 33% chance of being redirected
  towards the victim. Any affected projectile that is not
  redirected toward the affected victim receives a -3 penalty to
  it's attack roll against the intended target.
  by u/TheFlippinDnDAccount
  Arrow of Night
  Ammunition, very rare
  These silver-tipped arrows fletched with owl feathers make
  no sound upon impact. Instead, when they strike flesh, armor,
  or stone, their tip bursts in a sphere of darkness (as if the
  spell). If collected after a battle, there is a 20% chance that the
  arrow will still be intact and function if re-tipped with silver. To
  re-tip the arrow, one must melt 10 silver pieces in an iron cup
  beneath a new moon and dip the arrow in the molten silver.
  Lore. A well-known tale speaks of Midora the Silent Terror
  and her brethren of shadow monks using dozens of Arrows of
  Night to infiltrate and escape from the palace of Zan the
  Fourth Dragon-Emperor on the night he and the imperial
  family were assassinated. In recent times, only a few assassins
  of means have been known to use Arrows of Night. It is
  thought that all knowledge of the ritual required to craft them
  was lost during the Lim's Purge after the Dragon-Emperors
  reconquered the Shadow Isles.
  by u/OrkishBlade
  Arrow of Slaying
  Ammunition, very rare
  An arrow of slaying is a magic weapon meant to slay a
  particular kind of creature. Some are more focused than
  others; for example, there are both arrows of dragon slaying
  and arrows of blue dragon slaying. If a creature belonging to
  the type associated with an arrow of slaying (dragon,
  humanoid, monstrosity, etc.) takes damage from the arrow, it
  must make a DC 17 Constitution saving throw, taking an extra
  6d10 piercing damage on a failed save, or half as much extra
  damage on a successful one. Once an arrow of slaying deals
  its extra damage to a creature, it becomes a nonmagical
  arrow. Other types of magic ammunition of this kind exist,
  such as bolts of slaying meant for a crossbow, though arrows
  are most common.
  by u/TheFlippinDnDAccount
  Blessed Arrow
  Ammunition, rare
  After a successful attack with this arrow, the target of the
  attack is outlined in brilliant white light as if by the spell faerie
  fire for the next 5 minutes. This arrow also deals an additional
  1d4 radiant damage to creatures vulnerable to radiant
  damage.
  by u/TheFlippinDnDAccount
  Deadweight Arrow
  Ammunition, rare
  After a successful attack made with this arrow, the target's
  weight magically increases by 50 lbs (22.5 kg). This affects
  encumbrance.
  by u/TheFlippinDnDAccount
  Ammunition
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Dynamic Ammunition
  Ammunition, uncommon
  Dynamic ammunition is an enchantment placed on any
  projectile. Looking closely, one can see finely carved script in
  glowing turquoise runes. After firing the ammunition,
  speaking the command word causes the projectile to double
  in size, dealing an additional 1d4 damage. Upon impact, the
  enchantment ends and expires, leaving behind normal sized
  ammunition that is non-magical.
  Invented by gnomes, under the rousing inspirational
  phrase of "Bigger is always better!" After countless
  setbacks and several injury reports, the Trans-planar
  Inter-dimensional Association of Brilliant Minded
  Gnomes (TIABMG for short) are proud to release
  their newest product!
  by u/Notorious_Bear_
  Eros' Arrow
  Ammunition, very rare
  This arrow will only affect self-aware humanoids. This
  arrow causes no injury or pain upon impact. The person who
  fires this arrow may have advantage on charisma-based skill
  checks against the humanoid creature hit by the arrow for 24
  hours. After being fired, this arrow will dissolve, leaving only a
  faint trace of floral scent. This arrow will affect humanoids
  who are otherwise resistant or immune to charms.
  by u/PantherophisNiger
  Evertrue Arrow
  Ammunition, very rare
  Even if you miss the target of your attack, you're guaranteed
  to hit something. After an unsuccessful attack, the arrow
  continues to travel 3 feet about the ground in a random
  direction which changes every round until it hits a target.
  by u/TheFlippinDnDAccount
  Moss Arrow
  Ammunition, rare
  Creeping moss spreads rapidly around the area the arrow
  strikes in a circle with radius ten feet. Walking or climbing on
  the moss grants advantage on stealth checks to remain silent.
  by u/TheFlippinDnDAccount
  Needle of Subtlety
  Ammunition, common
  These specialty crafted blowgun needles are made for
  supreme stealth. A creature hit by one of these blowgun
  needles must attempt a DC 15 Wisdom Saving Throw. On a
  failed save, they do not realize they have been hit. The needle
  immediately vanishes after imparting its effects.
  by u/TheFlippinDnDAccount
  Paint Ball
  Ammunition, common
  These orbs are made of hard orange wax and contain a
  fantastical mixture of pigments inside. Upon impact, the ball
  bursts, creating any two-dimensional image the user wishes
  smaller than 5ft square feet. The image can only be destroyed
  by magical means, or when fades away on its own after 1
  hour.
  by u/TheFlippinDnDAccount
  Phoenix Arrow
  Ammunition, rare
  An enchanted arrow made with Phoenix feather fletching. It
  is magically bound to a small quiver.
  Upon impact, the arrow catches fire, and is consumed by
  the flames entirely by the beginning of your next turn. The
  arrow's flames do not create heat, do not consume oxygen,
  and cannot be smothered or quenched. When the arrow is
  destroyed, it immediately reappears in the container it was
  magically bound to. If the arrow is somehow set ablaze before
  firing, it begins the magical process early, immediately
  reappearing in it's bound quiver after impact, but has it's
  maximum firing range halved. (For example, a longbow shoots
  300 ft. maximum.) It's normal piercing damage is replaced
  with force damage, and it deals an extra 1d4 magical fire
  damage.
  by u/TheFlippinDnDAccount
  Pulling Arrow
  Ammunition, rare
  This arrow can pull up to 300lbs of weight attached to the
  arrow for 1d100 feet.
  by u/TheFlippinDnDAccount
  Rope Arrow
  Ammunition, uncommon
  This arrow is exceptionally sharp, with small notches for
  impaling itself in hard surfaces. When fired, it releases 25 feet
  of hempen rope behind it.
  by u/TheFlippinDnDAccount
  Ammunition
  5
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Runic Arrows
  Ammunition, rare,
  Found as a set. Each arrow is marked and is a one-use item.
  Spell save DC is 16.
  Runic Angry Weasel-Arrow
  Transforms into a very upset weasel within one foot of the
  point of impact. Weasel remains for three minutes before
  vanishing. Weasel can do 1d4-1 damage per turn.
  Runic Anvil-arrow
  Transforms into a 50 pound anvil within one foot of the
  point of impact. Does 2d6 damage and creatures of less than
  Huge size must Save vs Constitution or be staggered.
  Runic Boxing-glove-arrow
  The arrowhead transforms into a weighted boxing glove
  when within one foot of target. Does 1d6 subdual bludgeoning
  damage.
  Runic Disco-arrow
  Casts dancing lights at the point of impact.
  Runic Fishing-arrow
  Arrow reels out a line behind it as per the grapnel-arrow,
  but the line begins retracting immediately after striking a
  target. Sometimes sold in batches due to the sheer number of
  rangers and other outdoorsmen who find these incredibly
  handy.
  Runic Flare-arrow
  Arrow sheds light as if a sunlight spell was cast upon it.
  Light dims and vanishes after 1d4 turns.
  Runic Freeze-arrow
  Casts chill touch at the point of impact.
  Runic Grapnel-arrow
  Shoots a thin line behind it. Upon impact, the arrowhead
  expands into a grapnel. Arrow line extends as far as 120' from
  the bow.
  Runic Net-arrow
  The arrowhead transforms into a large weighted net, which
  immediately spreads out from target. Save vs Dexterity to
  avoid.
  Runic PBJ-arrow
  Maker of the arrows was hungry and misplaced their
  sandwich. Lucky you - you found it.
  Runic Shock-arrow
  Casts shocking grasp at the point of impact.
  Runic Smoke-arrow
  Casts fog cloud at the point of impact.
  Runic Sparkly Pink-arrow
  Caused by mistakes when making a Flare Arrow. Leaves a
  sparkly pink trail in the air for one round and then explodes in
  a cloud of pink dust when striking a solid object. Does
  absolutely no damage except possibly to the archer's
  reputation.
  Other such Runic Arrows exist, but must be found
  or researched.
  by u/greyff
  Scrying Arrow
  Ammunition, legendary
  If you have cast scrying, you may fire this arrow randomly,
  causing the arrow to reappear at the beginning of the next
  round near the target of the scrying spell, attacking it.
  by u/TheFlippinDnDAccount
  Siege Arrow
  Ammunition, very rare
  If this arrow strikes a stone surface, roll it's usual damage
  die. It destroys all non-magical stone within a radius of feet
  equal to the number rolled.
  by u/TheFlippinDnDAccount
  Storm Arrow
  Ammunition, uncommon
  When used as ammunition, physical damage dealt by this
  arrow is converted to thunder damage. Alternatively, while
  outdoors, you may use a bow to fire this arrow into the sky as
  an action, causing storm clouds to rapidly form. After 12
  seconds, these clouds release a torrential downpour of rain
  lasting for 1d4*10 minutes. The arrow is consumed when
  used in this way. At any time during the storm’s duration, you
  may cause a target you can see within 150 feet to be struck by
  a bolt of lightning, dealing 2d6 lightning damage. This effect
  may be invoked once per arrow expended.
  by u/yinyang107
  Thundersteel Arrow
  Ammunition, rare
  This arrow's head is made from meteoric iron, imbued with
  the essence of the sky. It deals an additional 1d4 lightning
  damage after a successful attack.
  by u/TheFlippinDnDAccount
  Time's Arrow
  Ammunition, legendary
  As an action, you may fire this arrow from a bow. At any
  point in its flight, you may speak its command word to cause
  time to halt in a ten-foot radius sphere around it. Creatures in
  this area must make a Wisdom saving throw of DC 18;
  creatures that fail the save are incapacitated and have a speed
  of 0, and cannot be damaged or affected by any additional
  effects. Objects and projectiles (including time’s arrow) in this
  area become immovable, and cannot be damaged or targeted
  by any additional effects. Creatures, objects and projectiles
  entering this area for the first time become subject to these
  effects. The arrow’s effect lasts until you choose to end it as a
  bonus action or until dispelled (DC 22). When the effect ends,
  the arrow becomes nonmagical.
  "Feim". Deep in the desert sands, a mortal warrior
  and a demon stand frozen, locked in combat. The
  demon reaches out as though to guard itself against
  the arrow; the mortal's expression is one of
  triumph.
  by u/yinyang107
  Ammunition
  Ammunition
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Umbral Arrow
  Ammunition, very rare
  This arrow has been exposed to the nether border between
  our world and the Shadowfell for many harsh weeks. As a
  result, it deals force damage instead of piercing as it is not
  entirely corporeal. You may attack a number of targets in a
  straight line equal to your proficiency modifier, ignore up to 1
  total foot of cover between each target before it is stopped, but
  the attack only deals half damage. Each target's AC is treated
  as 10 for this attack unless it was already lower.
  by u/TheFlippinDnDAccount
  Vampire Arrow
  Ammunition, uncommon
  An arrow made from bone covered in dozens of tiny holes
  near its tip. On a hit, the arrow begins to draining blood from
  the target’s body out the tail of the arrow, causing it to take
  1d6 necrotic damage at the start of the target’s turn until the
  arrow is removed. If the target has no blood or similar
  essential body fluid, such as a zombie or earth elemental, this
  effect is negated.
  by u/TheFlippinDnDAccount
  Venom Bolt
  Ammunition, uncommon
  This crossbow bolt is more akin to a vial of poison than a
  typical bolt, tipped with fogged glass. Upon impact, by
  breaking the glass bolt head, it releases a cloud of poisonous
  vapor in a 10-foot-radius sphere. The cloud spreads around
  corners and lightly obscures any area it occupies. The cloud
  lingers in the air for 2d4 rounds, and deals 1d8 Poison
  damage to anything that enters its space. Other poison types
  & potencies are known, and will affect the cost & cloud's
  properties.
  by u/TheFlippinDnDAccount
  Ammunition
  7
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Armor
  A
  rmor, belts, boots, bracers, gauntlets, helmets,
  sabatons, shields and other miscellaneous
  wearables that are not strictly "jewelry".
  Adamantine Sabatons
  Wondrous item, very rare (requires special attunement) by
  earning the trust of the spirits over a Spirit Walk.
  These boots start with a number of charges equal the
  bearer's Wisdom modifier. Through meditation and prayer at
  a peaceful forest shrine, pond, or stream, expended charges
  may be regained at a rate of 1 per hour.
  Cumbersome Boots: These boots apply -5 base movement
  speed and +1 AC.
  The Path of Light: As a bonus action, you may slam one of
  your feet down on the ground, and expend a charge to ignite
  the boots until the end of your next turn. For all movement
  you make during this round, you leave a trail of golden
  footprints that burn with radiant flames. This line is 5 ft wide
  by 5 ft high by the distance moved long, and lasts 1 minute.
  Fey, Fiends, and Undead cannot cross the line, and creatures
  who enter or start their turn within the affected area must
  make a constitution saving throw against your spell save DC.
  On a failed save, the foes within the affected area take Xd4
  radiant damage, where X is your wisdom modifier.
  Special Attunement:
  To attune to these boots, you must wear them while on a
  spirit walk. There are three separate trials; you must pass
  each one in order to attune to the boots. Your DM may use
  discretion to decide which trial you will perform, how it is
  initiated and when to allow a second attempt after a failure.
  Path of the Beast: A hulking form lies half hidden by
  foliage. One bright yellow eye glares, the other bloodied and
  closed. A mortally wounded owlbear growls a warning to you.
  The beast's wounds will slowly fester and surely kill it. DC 14
  Animal Handling (Wisdom) to approach the owlbear safely,
  and cleanse its wounds. On failure, the owlbear attacks and
  initiative is rolled. The owlbear has 1 HP and 2 failed death
  saves at the start of combat.
  Path of Truth: Two paths lie before the character, each
  beckoning to be walked. Does the darkness conceal a deeper
  truth? Is the light deceptive, blinding us to treachery? DC 17
  Religion (Wisdom)
  Path of the Wind: The wind swirls around you, whispering
  words not heard but felt in your soul. Moderate Insight
  (Wisdom) check, on success you close your eyes, and wander
  into a peaceful trance. You awaken 2d6 hours later, deep
  within the forest. On failure, the wind deceives you, and
  guides you face-first into a tree.
  Though I walk through the Valley of the Shadow of
  Death, I shall fear no evil.
  by u/BillyBobWinkydinks
  Aegis Ultima
  Shield, legendary artifact (requires attunement)
  This +3 shield is opulent and resplendent. It is apparently
  impossible to scuff, scratch, or dent.
  Ultimate Defence: If you would be reduced to 0 HP, you
  are instead reduced to 1 HP and encased by a 6th level globe
  of invulnerability, for up to one minute. You may dispel the
  spell with your reaction, action, or bonus action. Any creatures
  within 10 feet of you at the time of activation are pushed away
  10' in a straight line. This ability cannot be used again for 7
  days. If you have any abilities similar to the half-orc relentless
  endurance, those abilities are prioritized after this.
  Shield of Legend: This shield has 3 charges. The shield
  restores 1 charge on a long rest. When the shield reaches 0
  charges, roll a d10; on a 1 the shield loses all of its
  enchantment for 100 years.
  Spell
  Charges Location of Spell
  Wall of force
  1
  Immediately adjacent to you.
  Forcecage
  2
  Enemy within melee range.
  Prismatic wall
  3
  Immediately adjacent to you.
  The World Needs a Hero: At the beginning of each day for
  which there is no threat "worthy" of you on on your current
  plane of existence, roll a d10. On a 9 or 10, you are affected by
  both imprisonment (burial) and sequester, each with the
  condition that they will end "When the world needs a hero."
  Legends speak of a hero or heroes of ages past who
  return to fend off history's greatest threats,
  sometimes not returning for ages at a time. The
  common thread among these legends remains;
  when the need is greatest, a hero shall arise.
  by u/Duke_Paul
  Aganazzar’s Socks
  Wondrous Item, very rare
  This old pair of wool socks has multiple patches sewn into
  its frayed and fragile hems. While wearing these socks, you
  are not susceptible to the effects of cold weather, such as
  exhaustion, and you will ignore difficult terrain. You are also
  resistant to cold damage.
  The wizard Aganazzar died tragically in an explosion
  of his college in a far off, forgotten realm. However,
  there are tales of his magical socks being found,
  somehow making their way across the universe.
  by u/pucksrage
  Armor
  8
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Armor of Flexing
  Armor (plate), very rare requires attunement
  This +1 plate armor appears to be made of thick bronze,
  adorned with outlines of rippling muscles and glistens with
  golden-like sweat when struck by the sunlight.
  Weird Flex: You gain advantage on intimidation checks
  utilizing strength, and advantage on breaking grapples using
  athletics.
  *Crafted by cultists belonging to He Who Lifts, this
  armor amplified their physical prowess, allowing
  them to squash the rebellious They Who Do Not
  Lift uprisings before they could gain momentum.
  The group was eventually hunted down and forced
  to disband, due to the utilization of utilizing
  performance enhancing equipment. This piece of
  armor is rumored to be the last of its kind.
  by u/ Notorious_Bear_
  Armor of the Man-Bat
  Armor (half-plate), legendary (requires attunement by a lawful
  character)
  This armor can be worn by any creature proficient in light
  armor. You have advantage on stealth checks in dim or darker
  light. You also gain proficiency in intimidation. If you are
  already proficient in intimidation, you gain expertise. You may
  add your dexterity modifier and your intelligence modifier, to
  your AC (up to a maximum of 20 AC).
  Legend speaks of a tenacious inquisitor who guards
  waterdeep against the scum of villainy.
  by u/Duke_Paul
  Armor of Song
  Wondrous item, very rare (requires attunement by a bard)
  This beautiful coat, spun out of gold thread, silks and
  strands of mithril holds a magical song, wrought from
  dwarven tunes and the ringing of hammers. When music
  plays near this coat, a rythmic accompaniment of hammers is
  faintly audible from it. Whenever you grant a player bardic
  inspiration, you gain a +2 to your armor class until the start of
  your next turn.
  by u/bakemepancakes
  Bandolier of Buns
  Wondrous item, common
  This leather bandolier features 20 pouches, which can hold
  any item that is similar in size to a sausage in a bun, or
  smaller. Any food items stored inside the pouches are kept
  fresh, warm, and clean.
  A bandolier commissioned by a Rakdos cultist who
  became strangely infatuated with hot dogs.
  by u/Zedman5000
  Blackened armor
  Armor (light or medium), uncommon
  This armor has been darkened beyond what is normally
  possible through some unknown process. When in dim light
  or darker, the wearer has advantage on Dexterity (Stealth)
  checks based on sight. However, anyone seen wearing this
  armor has disadvantage on all Charisma (Persuasion) and
  Charisma (Deception) checks if the armor is recognized.
  While this armor is actually somewhat common, it
  has only historically been used by thieves, brigands,
  and other unscrupulous types—and wearers of it
  can expect to be treated as such.
  by u/Notalpacas
  Boots of the Long March
  Wondrous item, common
  While wearing these boots, you have advantage on
  constitution saving throws to avoid becoming exhausted.
  These comfortable leather boots were worn by an
  explorer who was incessantly curious, and often
  pushed herself beyond her physical limits to
  continue walking.
  by u/Zedman5000
  Boots of Lorne
  Wondrous item, very rare (requires attunement)
  You have advantage on dexterity and athletics checks to
  maintain your footing on unstable ground.
  Don't Look Down: You take no fall damage, unless you fall
  200 feet or more (a fall of 199.999... feet will not harm you).
  Once the 200-foot threshold is passed, all fall damage is
  applied.
  Double-Jump: When you jump, a red magical platform will
  appear below your foot. You may jump off of this platform, but
  the platform will not persist for more than a few seconds after
  your foot makes contact. The platform will not appear again
  until your feet land upon a solid surface.
  Lorne was a troubled knight with many problems,
  the biggest of them being his gambling addiction.
  There is no doubt that these boots were lost in a
  heated game of dice.
  by u/pucksrage
  Armor
  9
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Boots of the Short March
  Wondrous item, common
  While wearing these boots, you cannot be moved against
  your will, but you have disadvantage on Constitution saving
  throws to avoid becoming exhausted.
  These heavy iron boots were built for a halfling who
  was sick of being pushed around.
  by u/Zedman5000
  Boots of Skedaddling
  Wondrous item, uncommon (requires attunement)
  While frightened and wearing these boots, your speed
  increases by 10 feet. While wearing the boots, you can use a
  bonus action to become frightened of a creature for 1 minute.
  The favored footwear of a wizard adventurer who
  died of old age.
  by u/NobbynobLittlun
  Breastplate of the Unicorn
  Medium armor, very rare (attunement required)
  This +1 magical fitted breastplate piece is worn with supple
  leather, and is embossed with a golden filigree Unicorn head
  upon the chest. This armor has 3 charges.
  Blessing of Unicorns: As an action, you may expend one
  charge to cast bless without using spell slots or components.
  These charges are recovered daily at dawn.
  These items are bestowed upon high ranking divine
  followers, and celestial pact Champions of the
  Unicorn in recognition of great service.
  by u/super_leo2000
  Bulwark of the Legion
  Armor (shield), rare (normal variant), very rare (officer variant)
  (requires attunement by a creature proficient with shields and
  at least one martial weapon)
  This large, rectangular shield is made of hard wooden
  planks, with steel reinforcements around the edges and a
  large steel stud in the center. While attuned to the shield, your
  crest, insignia, or banner, if you have one, is painted on the
  shield until you are no longer attuned to it.
  Phalanx: While holding this shield and within 5 feet of
  another friendly creature, you gain a +1 bonus to your AC in
  addition to the shield's normal bonus to AC. This bonus is
  increased to +2 if you are within 5 feet of another friendly
  creature wielding a Bulwark of the Legion, Conduit of the
  Legion, Pike of the Legion, or Staff of the Legion.
  Shield-Bearer: You gain the shield master feat while you
  are attuned to this shield.
  Officer Variant: If this shield is of the officer variant, it is
  always accompanied by an ornate leather sheath. The
  reinforcements and studs on the shield are golden rather than
  steel; it also gains the following properties:
  Officer's Weapons: This shield and sheath cannot be
  separated. If one piece is more than 5 feet away from the
  other, they both teleport back to you, including any weapon
  placed inside the sheath.
  Blade of the Legionnaire: After a long rest, you may
  perform a 1-minute long ritual to pair the sheath and a
  nonmagical martial melee weapon that does not have the two-
  handed, heavy, or other magical properties. When you do so,
  the sheath reforms to fit the weapon, and the weapon
  becomes magical. You may not have more than one weapon
  paired to the sheath at any given time. The weapon paired to
  the sheath gains a bonus to attack and damage rolls equal to
  the bonus to AC given by the shield. You cannot be disarmed
  while holding both the paired weapon and the shield.
  This shield was used by the front line soldiers of the
  old Legion. Few one-handed melee weapons have
  been found alongside abandoned Legion
  equipment, so it is believed that soldiers used these
  shields as weapons.
  by u/Zedman5000
  Bulwark Shield
  Shield, rare (requires attunement)
  This is a +1 tower-style shield covered in a banded design. It
  resembles a barricaded door.
  Bulwark: Once per day, as an action on your turn, you may
  cause the shield to grow in size, up to 10 feet wide, 15 feet tall,
  and 1 foot thick. The shield will stay in whatever position you
  leave it, as if an immovable rod. The shield will stay enlarged
  in this way for 1 minute or until you command it to return to
  its original size while touching it.
  These shields were used by siege specialists in
  order to provide portable cover for allied archers
  and infantry when charging fortifications.
  by u/Zenrayeed
  Burglar's Armor
  Armor, rare (attunement required)
  When attuned, this armor grants advantage on stealth
  checks when the wearer is in dim light or darker. It also grants
  the ability to cast Speak With Animals (cats only) once per
  day. This may be any kind of medium or light armor.
  by u/BourgeoisStalker
  Cat Slippers
  Wondrous Item, uncommon
  These slippers reduce falling damage by half. These fuzzy
  slippers are shaped like cat paws.
  by u/pucksrage
  Armor
  10
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Flame glass
  Shield, very rare (attunement required by a spellcaster)
  This shield is made up of a piece of red stained glass with a
  handle attached to one side. Whenever a dart produced by the
  spell magic missile passes through this shield, it turns red and
  deals an additional 1d4 fire damage.
  When the church of the flame was destroyed, the
  remainder of the church was turned into magical
  weapons, this shield was part of a stained glass
  window.
  by u/General_Gears
  The Fool's Shield
  Shield, rare
  This +1 targe-style shield is made from darkly stained
  walnut with steel studs and crossed metal bands. It is so plain
  looking that it requires perception or arcana skill check of DC
  18 to realize that the shield could be magical.
  When this shield makes the difference between a hit and a
  miss, roll a d20.
  Roll Effect
  1
  The shield has addled your mind. You were facing the
  wrong way, and now you bear the full brunt of the
  attack.
  2 -
  10 Nothing unusual occurs.
  11
  -
  19
  You have deftly defended yourself. You may use a
  reaction to counter-attack, and deal 1d4 force
  damage; knocking your opponent back 5 feet.
  20
  You have deftly defended yourself. You may use a
  reaction to counter-attack, and deal 1d8 force
  damage, knocking your opponent prone.
  Only fools would use this shield. I get the feeling
  that it has a mind of it's own sometimes. It's
  powerful, sure, but there's also the chance it'll get
  you killed.
  by u/theFlaccolantern
  Gloves of Creation
  Wondrous item. very rare (requires attunement)
  Once per day you may cast creation, but the result will
  always be a wooden coin.
  A grand illusionist once made this item, a
  marvelous thing to all yet none can find its use.
  by u/wushulubis
  Gloves of Mage Hand
  Wondrous item (glove), rare (requires attunement by a
  spellcaster who knows mage hand)
  While wearing these snakeskin gloves, your mage hand can
  move 60 feet per round. The maximum range on your mage
  hand is increased to 120 feet, and it can carry up to 40
  pounds. In addition, it can be controlled with a bonus action
  instead of an action.
  by u/yinyang107
  Gloves of Og
  Wondrous item, legendary
  Those who touch the gloves of Og desire to wear them. If
  you wish to break this desire, you must make a charisma
  saving throw of DC 20 to resist the temptation to wear them.
  Clerics and Paladins may have advantage. After resisting the
  gloves 3 times in under 24 hours, you are no longer affected
  by this temptation. Those who fail this charisma saving throw
  must attempt to wear the gloves of Og.
  The Will of Og: These gloves can be used to cast the spells
  telekinesis and true polymorph at will. Any CR 13 or lower
  creature or any level 19 player character of medium size or
  smaller is unable to escape telekinesis from this glove.
  Curse: Those who wear this glove do not desire to take it
  off, no matter the circumstance. These gloves feed off the
  mind energy of creatures. It swallows 13,000 XP per day; if
  XP is not delivered, it begins to drain the power of its host
  until it has been fed properly. Those who wield the gloves of
  Og, and do not feed it properly are drained away until they
  have withered and died. The souls of creatures who die
  wearing the gloves of Og are banished forever into a realm of
  shadow, and cannot be resurrected through magic short of
  wish.
  Evil Gloves: These gloves will attempt to reject Clerics and
  Paladins; a Cleric or Paladin must pass a DC 20 constitution
  saving throw to wear them. Clerics and Paladins who wear
  the gloves of Og take 3d6 necrotic damage every 6 seconds.
  by u/pucksrage
  Armor
  11
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Gordirion
  Shield, artifact (requires attunement by a character with 14+
  strength)
  This is a +2 shield that grants resistance to bludgeoning,
  piercing, and slashing damage. You gain -1 to your intelligence
  while attuned to this shield. You will automatically fail any
  stealth checks that rely on remaining silent.
  Gordirion "Gordie" is a very egotistical, loquacious and
  affable shield that will take any opportunity to recall tales of
  its adventures through the ages. The DM is encouraged to
  prepare a list of these stories to recall at any time it is
  inconvenient for the players. Gordirion may repeat stories in a
  loop; these stories do not have to make sense, or even remain
  consistent with each other. Gordirion, despite its claims
  otherwise, is something of a moron. He has no self-awareness,
  and will constantly drivel on about inane things that nobody
  cares about.
  You may call me "Gordirion", or "Gordie" for short. I
  am a sentient Honorion derchysium dome of
  GREAT intelligence. Now that was a lot of words
  there that you probably don't completely
  comprehend. Let me explain. I am a dome, a type of
  smallish, curved round shield often utilized by
  dwarves. I originally hail from from Honorion; the
  oldest and most illustrious of all the dwarven holds
  in the north. This is evidenced by my maker's mark,
  just behind my handle. I am made from from
  derchysium, an increasingly rare element that only
  the mountain dwarves of Honorion understand
  fully. Derchysium is super-weighted, impossibly
  dense, and typically metallic orange in hue. As you
  can plainly see, I am a special derchysium-gold alloy
  that shines with a particular brilliance! As you may
  know, I am sentient, meaning that I am capable of
  free thought, and in this case, speech. Though, I do
  not understand the mechanism by which my voice
  is made audible. Now, I shall tell you of how I came
  to be! My maker was an Honorian dwarf, a smith by
  trade. His name was "Gordirion", or "Gordie" for
  short. Call me "Gordirion", or "Gordie" for short.
  Now, my father, "Gordirion" wished to imbue his
  finest derchysium-alloy shield with just a hint of
  intelligence, so that it could become more effective
  at predicting attacks. Gordirion senior miscalculated
  the transmutation formula, and accidentally
  transferred his entire consciousness into me!
  by u/budakang
  Helm of the Returned
  Legendary, armour (helmet) (requires attunement by a
  humanoid that has died previously)
  To most, it is a mess of battered bronze that would be
  impossible to wear. But in the hands of those who have defied
  death, it is a meticulously crafted helmet with inscriptions of
  love that only the dead can read. Once attuned, you receive a
  +2 to your AC. You have advantage on saving throws against
  spells from the school of necromancy. Undead have
  disadvantage on attack rolls against you. Once per day, you
  can cast speak with dead without spending spell slots, or
  components.
  Curse: Return No More - While attuned to the helmet, you
  cannot remove or unattune it. If you would be killed while
  attuned to the helmet, you cannot return to life through
  anything short of a wish. If this curse is removed, you cannot
  gain any benefits of the helmet of the returned. When you die,
  a short message of your choice can be added to the
  inscriptions around the helm.
  While death is often the final stop for many on the
  carousel of life, it is not for all. Through powerful
  magics, people can return to life, hale and hearty as
  they have ever been. Though, a curse lingers,
  despite the love that was put into the original item.
  by u/EviiPaladin
  Jester's Cap
  Wondrous item, very rare (requires attunement by a Bard or
  Warlock)
  This colorful cap has a number of charges equal to your
  Charisma modifier (minimum 1). As a bonus action on your
  turn, you may expend one charge and tell a joke about, or
  insult, a creature that is capable of seeing and hearing you.
  For 1 minute, that creature has disadvantage on all wisdom
  saving throws made to resist the effects of spells you cast.
  This cap regains 1 charge every dusk.
  While in search of fresh material, a desperate jester
  poured over every ancient text of jokes he could
  find. The fool's soul was left bare for ancient evils to
  manipulate. Some say that the jester's final
  performance birthed a being of pure malice, that
  still lurks somewhere between the stars.
  by u/Zedman5000
  Minotaur Helmet
  Wondrous item, uncommon
  While wearing this helmet, which is shaped like the skull of
  a minotaur, one is able to use the reckless attack ability
  available to barbarians.
  by u/pucksrage
  Armor
  12
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Narcissus Shield
  Armor (shield), very rare (attunement required)
  This shield has the likeness of a bronze mirror that has
  been polished for a lifetime. This mirror, though it has seen
  quite a lot of battle, carries not a single scratch on its front
  face.
  Gaze of the Beloved: During combat, you may choose a
  melee target that is a creature with at least 6 intelligence.
  That creature, if capable of sight, must succeed in a DC 14
  wisdom saving throw or become enthralled with their own
  reflection within the shield. If the target succeeds, they cannot
  become the target of this ability for at least 24 hours. If the
  target fails, they will become stunned until the end of your
  next turn. If the target takes any damage while stunned, they
  must make a constitution (concentration) save against half the
  damage taken. On a success, they will continue to be stunned
  and stare at their own reflection. On a failure, they will fly into
  a rage and attempt to take the shield from you at all costs.
  This same effect will occur if your target's line of sight on the
  shield is broken.
  Maybe it’s the lighting in the room, but you look
  hot when you see yourself in this mirror.
  By FastTurtle9
  Org, the mimic belt
  Wondrous item, rare (requires attunement, which consists of
  befriending org)
  This leather belt has large buckle, resembling teeth. This
  belt is in fact a mimic by the name of Org.
  Org has the stats of a normal mimic, with the exception of
  having 10 intelligence, and 10 wisdom. Org is capable of
  speech, and fluent in common. Org is friendly toward its
  owner and will obey most verbal commands that do not pose
  an obvious threat, such a jumping into lava. Org is rather vain
  and gullible, and is convinced that he is a sentient magical
  item created by a god to smite "the bad guys."
  Mimicry: Org can turn into other medium or smaller
  objects that are not mechanical, such as a block of wood, a
  chest, a pencil, or a shoe. This transformation takes 1
  minutes, and requires 30g worth of meat for Org to eat. If
  asked to become a weapon, Org will only become a short
  sword, dagger, or greatsword. He will state, "That would
  diminish my glory." If Org becomes a weapon, his attacks are
  magical.
  Org is the result of a long-dead adventurer casting
  awaken on a mimic. The adventurer convinced Org
  that he was a god, and that Org was for the task or
  doing whatever his wearer said. Org's constant
  praise to what he thought was an all-powerful deity
  fed the adventurer's ego to the point where he
  attempted to kill a legendary dragon by himself.
  by u/darkus4566
  Plate Armor of the Final Hour
  Armor (plate), legendary
  This is a set of +2 magical plate armor, and appears as such
  unless identify is cast upon it. Once the final piece of armor is
  put on, you will suffer the effects of the armor's curse.
  Curse of Steel Crag: You speed is reduced to 5 feet. You
  cannot voluntarily back down from an enemy once you are
  within 5 feet of one. The effects of the fear condition cannot
  cause you to run away from an enemy within 5 feet of you. You
  cannot be knocked prone while within 5 feet of an enemy. You
  are unable to use the dodge action while you are within 5 feet
  of an enemy. This armor is indestructible, except by means of
  wish.
  This armor is all that remains of a mighty order of
  paladins that was wiped out during the Battle of
  Steel Crag. Each knight swore a powerful, binding
  oath that they would not back down in the face of
  their enemy.
  by u/LordRiolu
  Plate of the Legion
  Armor (half-plate or plate), Rare (normal variant), Very Rare
  (commander variant) (requires attunement)
  This steel plate armor is finely crafted, and reforms itself to
  fit you perfectly. While wearing it, you feel responsible for your
  allies' comfort and safety, and others feel more inclined to
  look to you for leadership and advice. You gain advantage on
  all Charisma checks meant to encourage others, and saving
  throws to avoid being frightened.
  The Legion's Strength: While wearing this armor, you gain
  a +1 bonus to your AC. This bonus is increased to +2 if you
  are within 5 feet of a friendly creature, or wielding a Bulwark
  of the Legion, Conduit of the Legion, Pike of the Legion, or
  Staff of the Legion, and it is increased to +3 if both of those
  are true.
  Commander Variant: The commander variant of this
  armor features a silk purple cape and golden trim, and gains
  the following traits
  For the Empire: Allies within 5 feet of you that are wearing
  armor gain a +1 bonus to AC, and their armor is considered
  magical if it was not already. This cannot cause armor to have
  a magical AC bonus greater than +3. Allies within 5 feet of you
  will also gain advantage on saving throws to avoid being
  frightened.
  Legion-favoring historians believe this reflects the
  officers' willingness to throw themselves in front of
  blows meant to hit their soldiers, trusting their
  armor to protect them, while those who believe the
  Legion was corrupt and tyrannical say that that trait
  came about as a result of the opposite, making the
  officers harder to kill by putting their soldiers
  between them and danger.
  by u/Zedman5000
  Armor
  13
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Portal Shield
  Shield, rare
  These shields are always in linked pairs. When a melee
  attack misses you, you can use your reaction to change the
  target of the attack. Choose a target you can see within 5 feet
  of the other shield. If one member of a linked pair is destroyed,
  the other shield becomes a plain shield.
  Designed for shield wall formations, the cost of
  producing these shields made them impractical for
  typical military use.
  by u/throwing-away-party
  Roper Belt
  Wondrous item, rare (requires attunement)
  As an action, you may speak the command word to extend a
  long, fleshy tendril from your belt. This tendril may extend up
  to 35 feet, and grapples a target of your choice that is your
  size or smaller. The escape DC of this grapple is 15. While a
  creature is grappled, you may use an action to drag the target
  10 feet towards you. The tendril has an AC of 20, and 10 HP. If
  the tendril is killed, it will regrow after 1d4 days.
  Made from 100% genuine roper leather. Great for
  barbarians or fighters to get to those pesky ranged
  fighters.
  by u/bmorve
  Royal Guard’s Gauntlets
  Wondrous item, very rare (requires attunement)
  These gauntlets grant you an extreme swiftness. As a
  reaction, you may attempt to parry and counter attack when
  an enemy makes a melee attack against you. To parry, you roll
  an attack with the melee weapon in your main hand. If your
  roll is higher than the attack roll that targeted you, then the
  parry is successful. If your attack roll is higher, you have
  successfully parried the attack and you take no damage. If
  your parry is successful, you may make an attack against the
  enemy whose attack you just parried.
  by u/pucksrage
  Shield of the Avenger
  Shield, very rare (requires attunement)
  A +2 Shield of smooth, round metal. Light yet extremely
  durable, can also be used as a weapon. If an attack against
  you misses by 5 or less, you can use a reaction to absorb the
  energy of the blow, and gain a charge of energy. This shield
  may hold a maximum of 3 charges.
  Vibranium Alloy: As an action, you may throw this shield
  (Range 20/60), (strength modifier + proficiency), dealing 2d10
  bludgeoning damage on hit. You may expend 1 charge of
  energy to rebound the shield at another enemy within 10 feet
  of the original target, and roll a new attack. You may continue
  expending charges to attack new targets until your shield runs
  out of charges. After striking your targets, the shield will come
  flying back towards you. You must pass a DC 12 strength
  check to catch it.
  Once wielded by the leader of a legendary group of
  heroes, this shield was enchanted to absorb the
  blows of it enemies, before redirecting it back at
  them. Once thought lost forever, it was found in a
  frozen tomb far to the North.
  by u/KPPalm269
  Shield Of The Tower
  Very Rare, attunement required
  This is a large rectangular +2 shield. It is made of seven
  layers of hardened leather, faced with a thin layer of mithril
  that is embossed with the image of a tower.
  Absolute Defense: Once per day, you may speak the
  command word and activate the shield's special ability. The
  shield will grow to become a wall 10' across and 15' high. If it
  is in an area that is smaller than this size, the shield will
  simply increase to fit snugly within the limits of that area. The
  size increase will last for one hour, or until the command is
  given for it to shrink or upon taking 100 points of damage.
  The first such shield was crafted by an enchanter
  seeking to court a paladin hero and this was
  developed to protect her on her adventures. The
  paladin never returned from her adventure and the
  shield was never found - but the notes on the
  shield's creation was shared with a few others.
  by u/greyff
  Shield of Westfire
  Shield, uncommon (requires attunement)
  This shield grants resistance to fire damage.
  Breath of Westfire: If an opponent misses you with an
  attack roll by 2 or less, you may use your reaction to force that
  creature to make a DC 12 dexterity saving throw. On a failure,
  that creature takes 2d10 fire damage, or half as much damage
  on a successful save.
  The Westfire Family is a family of Dragonborn that
  can proudly trace their ancestry directly back to a
  Brass Dragon King of old. This shield is
  smablazoned with their crest; 2 dragons, one brass
  and one red, entangled in mid-air combat.
  by u/m0dredus
  Armor
  14
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Smoke Belt
  Wondrous item, legendary (requires attunement by a caster)
  The belt consists of black smoke, which wraps itself around
  and rotates. Once the command word is spoken, the smoke
  shoots towards a target, and becomes a solid mass of
  tentacles.
  Once per long rest, as an action you can speak the
  command word, and choose one large or smaller target within
  30ft of you. The target must make a charisma save against
  your spell DC. If the target fails the save, they will take 1d8
  psychic damage, become restrained and fall prone. At the end
  of each turn, the target may repeat this save to break their
  spectral restraints.
  Once, an elder god of death and trickery lost a
  shard of his soul. He has promised a great reward to
  any who are willing to return it to him.
  by u/rakatonk
  Spectral Armor
  Armor (leather or studded leather), rare (requires attunement)
  This +1 armor shimmers with an eerie gray energy; you feel
  a chill as you put it on.
  As a bonus action, you may activate the magic inherent to
  this armor. For one minute, you become somewhat ethereal.
  Your form becomes translucent and gray, and you have
  resistance to all nonmagical damage. While under this effect,
  you are able to pass through solid objects, treating them as
  difficult terrain. Any attacks made against you with
  nonmagical weapons are made at disadvantage. If you take
  any damage, or take any actions, the effects of the armor end
  immediately. If the effects of the armor end while you are
  occupying the same space as another creature or object, you
  are forced into the nearest open space and take force damage
  equal to twice the number of feet you are moved.
  Legends tell of a thief seeking to reclaim a treasure
  lost to her people. In her travels she encountered
  the spirit of a great warrior, a lost ancestor. Through
  a shared purpose they overcame obstacles
  insurmountable by mortal means, and this armor
  became a remnant of that bond.
  by u/Zenrayeed
  Sun’s Embrace
  legendary armor (chainmail, half-plate, or full-plate) (requires
  attunement by a worshipper of a solar deity)
  This +2 armor is made of a light, golden metal, trimmed
  with orange and blue designs. It shimmers majestically in the
  sunlight, and seems to glow in the darkness. While wearing
  the armor, you feel a warmth at your back, as if the sun itself
  urges you forward into battle. While wearing this armor, you
  have resistance to fire and radiant damage.
  Warmth of the Sun: Whenever you take fire or radiant
  damage that is resisted, the damage that you do not take is
  absorbed into the armor, up to a maximum of one quarter of
  your maximum hp (rounded up). Any damage stored in the
  armor in this way fades at the next sunrise.
  Solar Flare: As a bonus action on your turn, you may
  choose to expel the pent up energy within the armor as your
  choice of fire or radiant damage. Every creature that you
  choose in a 20ft radius around you must make a dexterity
  saving throw or take damage equal to the amount of damage
  stored in the armor.
  Healing Light: As an action on your turn, you may choose
  to consume the stored energy within the armor to heal your
  wounds. You regain a number of hit points equal to the stored
  damage.
  After using either the solar flare or the healing light
  abilities, the armor loses all stored damage, and cannot begin
  storing up energy until the next sunrise.
  This armor was bestowed as a gift to the champion
  of a forgotten sun goddess, long ago. This
  champion used the the armor to become a searing
  beacon of righteousness, before falling to the same
  betrayal that brought the goddess low. The armor
  has since been lost to obscurity, like its creator.
  by u/Zenrayeed
  Swordmaster’s Mantle
  Wondrous item, very rare (requires attunement)
  As a bonus action, the wearer of this mantle can make a
  weapon attack with a -5 penalty. If the attack hits, it deals an
  extra 10 damage.
  by u/pucksrage
  Trickster’s Boots
  Wondrous item, very rare (requires attunement)
  As a reaction, you can move half your speed. During this
  move, attacks of opportunity have disadvantage against you.
  These boots were once worn by a legendary devil
  hunter, and it seems they have picked up properties
  of the devil hunter's magic. They smell faintly of
  grease.
  by u/pucksrage
  Armor
  15
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Towering Pavise
  Armor (shield), rare (requires attunement)
  This large, rectangular shield appears to be made of thin
  stones held together by cement and metal reinforcements, but
  weighs no more than a normal shield.
  You may plant this shield into the ground as a bonus action.
  When planted this way, the shield will stand upright on any
  solid surface, and provide 3/4ths cover to any medium
  creature, and full cover to any small or smaller creatures
  standing behind it. While planted this way, you may pick up
  your shield and don it as a bonus action.
  Shielding Tower: While the shield is planted, and you are
  within 5 feet of it, you may use an action to activate the shield,
  using a switch on the handle. When activated, the shield
  extends to form a 10 foot wide, 20 foot tall square tower
  around you, with walls made of the same stones as the shield.
  Each of the tower's walls has 50 HP, and AC of 20. The walls
  are resistant to all damage, except acid, bludgeoning, force
  and thunder damage. The mending cantrip can be used to
  repair a wall, healing it for 1d6 hit points. If any wall section is
  destroyed, the tower transforms back into a shield.
  The tower's interior has 2 floors, a ladder in one corner
  leading up the tower, and arrow slits on each wall. The shield's
  handle transforms into a lever on the interior of one of the
  ground floor walls, and by pulling it as an action, you may
  transform the tower back into a shield. The tower also
  features a door on the wall opposite the lever, and a
  battlement on top.
  If any other creatures are inside the tower as it appears or
  disappears, they are pushed harmlessly into the nearest
  empty space. If there is not enough space for the tower to
  appear, the shield does not activate.
  This shield was created for a mercenary group that
  excelled at defending fortified positions, and
  wanted to be sure that they'd always have one to
  defend.
  by u/Zedman5000
  Vanguard Shield
  Shield, very rare requires attunement by a lawful good
  creature with strength of 13 or more)
  This is a +2 magical shield. You may speak the command
  word to make the shield one-way see-through.
  This large and heavy tower shield is made of steel and with
  adamantium rivets. The cover of this magical shield is ornate
  with symbols of evil looking creatures cowering under a bright
  sun. The sun serves as boss for the shield. Once you attuned
  to this shield, the back is transparent to you, and allows you to
  see things on the other side of it.
  Defender of the Mountain: By speaking the command
  word, the shield becomes magically fixed in place. Until you
  speak the command word again, the shield will not move,
  even if it is defying gravity. The shield can hold up to 8,000
  pounds of weight. Any weight over that limit will cause the
  shield to deactivate and fall. Any creature can use an action to
  make a DC 30 Strength check, and move the fixed shield up to
  10 feet on a success (even if it has a heavy load on top of it).
  While behind a fixed shield a medium or smaller creature is
  considered to have three-quarters cover.
  These shields are given to an elite corps of dwarven
  scouts who patrol the deepest reaches of their
  tunnels, and defend their homes against the horrors
  of The Underdark.
  by u/1Jusdorange
  Vinesnare
  Shield, very rare
  This is a round magical shield, about 2 feet in diameter. The
  center of the shield houses a jade green gem and from the
  center of the shield to its edge are thick roots that cover the
  shield in a dense spiral pattern.
  Twisting Vines: If a melee attack fails to beat your AC by
  less than 5 points, you may use your reaction to ensnare your
  attacker. To escape ensnarement, the bound creature must
  pass a DC 15 strength saving throw. You may release the
  target with a bonus action. While ensnared all attacks have
  advantage against the ensnared creature. While ensnaring a
  target, both the wielder and the target are immobile. Neither
  creature can be be pushed or pulled by another creature
  unless they pass a DC 15 Strength check, doing so releases
  the ensnarement. If the target escapes and breaks your vines,
  you cannot use this ability again until after a long rest.
  An ancient treasure bestowed upon a champion of
  The Feywild, it is said the gem seated within it is
  blessed with the essence of the plane itself.
  by u/JWSwagger
  Armor
  16
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Witch’s Hat
  Wondrous item, rare (requires attunement by an arcane
  spellcaster)
  This pointed hat has a wide brim and is made of a dark
  purple cloth. A stitch line sits conspicuously at the front of the
  hat’s crown.
  While wearing this hat, you gain advantage on any check
  made to identify or create a potion.
  Familiar Hat: This hat contains 4 charges, and regains 1d4
  charges each midnight. You can use an action and spend a
  number of charges in order to cast one of the following spells
  without using spell slots or components.
  Spell
  Charges
  Detect magic
  1
  Darkvision
  2
  Hex
  3
  When casting detect magic or darkvision in this way, the
  range of the spells is always self. Your eyes take on the
  appearance of glowing, orange cat’s eyes for the duration.
  When casting hex in this way, the design on the front of the
  hat opens to reveal a large glowing cat’s eye that will follow
  the hexed target, so long as they remain within 100 feet of the
  hat, and remain visible. Casting a spell using the hat dispels
  the effects of any previously cast spell using the hat.
  Any creature under the effects of a hex cast by you will
  suffer an additional 1d6 necrotic damage when hit with an
  attack.
  A hat for a witch among witches.
  by u/Zenrayeed
  Armor
  17
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Consumables
  A
  ny items that are intended to to be single-use,
  and destroyed or consumed upon use.
  Angels Tears
  Potion, rare
  Drinking this potion will heal all curses, wounds, scars, and
  ailments, as though greater restoration and remove curse
  were each cast upon you at 9th level. This liquid shines with
  radiant magic, and will cause 10d8 damage to any fiend
  stupid enough to drink it.
  Though the name sounds like a marketing gimmick,
  the contents are real.
  u/famoushippopotamus
  Black Chalk
  Wondrous item, rare or very rare
  Consuming the black chalk will turn you you into a 2-
  dimensional chalk drawing. You can only travel on surfaces
  that you could put a chalk drawing on. You can be destroyed
  with water fairly easily. You can assimilate other bits of chalk
  drawing to make yourself more powerful.
  This is how angels and demons fight for territory in
  our world.
  by u/DeathMcGunz
  Blood Clot Charm
  Wondrous item, rare
  A single-use charm, crafted by a hedge witch or primal
  alchemist. As an action, you may consume this charm. Heals
  you for 1d8 HP, and gains resistance to slashing damage for 5
  rounds. A sticky, metallic-tasting charm.
  This glistening blood drop, drawn from red slaads, is
  as hard and smooth as a pearl, yet somehow sticky.
  When placed on the tongue, it dissolves instantly
  and spreads through the character's bloodstream.
  by u/InfinityCircuit
  Blood Fly Charm
  Wondrous item, rare
  A single-use charm, crafted by a hedge witch or primal
  alchemist. As an action, you may consume this charm. Heals
  you for 1d6 HP immediately, and 1d4 HP each round for 5
  rounds. A charm made of dried stirge leather.
  Blood flies are pests believed to have originated
  from one of the Lower Planes. In many ways, they
  resemble mosquitoes with an insatiable appetite.
  by u/InfinityCircuit
  Bone Charm
  Wondrous item, rare
  A single-use charm, crafted by a hedge witch or primal
  alchemist. As an action, you may break this charm. Grants +2
  AC and resistance to bludgeoning damage for 5 rounds. A
  charm made of a very small fingerbone.
  This small finger bone has been hollowed out, and
  decorated with strange, primal runes.
  by u/InfinityCircuit
  Bottled Star
  Potion, very rare
  This delicate glass bottle is uniquely shaped like a sphere
  covered in shallow spikes. The milky white liquid in it is
  luminescent, and fog swirls about the bottle. This bottle emits
  dim light in a 30-foot radius.
  As an action, you can throw this bottle, which will shatter
  upon impact, and instantly release a 5-foot-wide beam of
  brilliant, scorching starlight to the heavens. Each creature
  within 5 feet of the beam must make a DC-17 constitution
  saving throw. On a failed save, a creature takes 6d8 radiant
  damage and is blinded until your next turn. On a successful
  save, it takes half as much damage and isn't blinded by this
  spell. Undead and oozes have disadvantage on this saving
  throw. Drinking this potion will deal 10d8 irresistable radiant
  damage to you.
  You didn't just drink that did you? That's not good;
  that's starlight! NO! Don't move! Don't breath....
  don't do anything... except...pray.
  by u/budakang
  Consumables
  18
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Charcoal Charm
  Wondrous item, rare A single-use charm, crafted by a hedge
  witch or primal alchemist. As an action, you may crush the
  charcoal in your hand, and smear it across your brow. You
  gain advantage on all saves vs. magical fire, and immune to
  normal fires for 5 rounds. A charm made of charred dryad's
  flesh.
  When you hold this charm in your hand, you can
  hear the dying screams of the dryad.
  by u/InfinityCircuit
  Combat Bandage
  Wondrous item, common
  This bandage consists of a large gauze pad treated with a
  healing salve that is attached to stretchy, self-adhering cloth.
  As an action, you can use this bandage and spend 1 hit die,
  adding your CON modifier as you would during a rest. If used
  on another creature, it uses their CON modifier instead. After
  three combat bandages are used, the user must take a short or
  long rest to permanently bandage their wounds before
  additional combat bandages can be used.
  u/halgy
  Corpse Fly Charm
  Wondrous item, rare
  A single-use charm, crafted by a hedge witch or primal
  alchemist. As an action, you may consume this charm. You
  immediately spew forth a cloud of flies that swirls around you
  in a 15 ft radius, and otherwise acts as though a 5th level
  insect plague spell (DC15) for 3 rounds. Spellcasting,
  concentration, and skill checks are made with disadvantage
  while in this cloud. This charm appears to be made of a dead
  corpse fly.
  The corpse fly looks like it was frozen; it appears to
  be dead, but you can't be completely sure.
  by u/InfinityCircuit
  Cranium Rat Charm
  Wondrous item, rare A single-use charm, crafted by a hedge
  witch or primal alchemist. As an action, you may consume this
  charm. Grants you advantage on Perception and all
  intelligence-based skill checks. You may add 1d6 psychic
  damage any spell damage you cause. Lasts 5 rounds.
  The body of this cranium rat has been specially
  prepared; its insides have been hollowed out and
  stuffed with various Underdark herbs and shreds of
  papyrus containing arcane symbols.
  by u/InfinityCircuit
  Crystal Charm
  Wondrous item, rare
  A single-use charm, crafted by a hedge witch or primal
  alchemist. As an action, you may crush this charm and inhale
  it. Grants you resistance to piercing and psychic damage for 5
  rounds.
  Made from the discarded shell of a crysmal, this
  crystal carapace shard is sharp, and generally very
  tough to break and swallow. Despite that, doing so
  causes the magic of the charm to release,
  strengthening the skin and mind of the user for a
  time.
  by u/InfinityCircuit
  Daydream Roots
  Wondrous item, uncommon
  A bundle of dark stringy roots that smell slightly like honey.
  When used to brew tea, up to five cups of murky orange liquid
  can be made within minutes (the entire bundle is used at
  once). Those that share the beverage will experience a shared
  dream upon sleeping their next long rest.
  The origin of the roots is said to be a druidic secret.
  Tales say they are cultivated in hidden groves at
  high altitudes.
  by u/Mimir-ion
  Dimensional Downgrade
  Potion, uncommon
  A small bottle with a nearly completely transparent liquid
  inside. Near the lip of the bottle there is a small image of a
  beetle. If you watch it closely enough, you swear you can see it
  move. A creature that drinks this potion loses a dimension. It
  falls to the floor (or a nearby wall), and melds with it,
  becoming a crude graphical representation of themselves.
  The creature is unable to affect the multidimensional world,
  or be affected, but they are able to move along the surface they
  fall to, and connected surfaces (with their regular speed). This
  effect lasts either 2 minutes, until the creature chooses to end
  it early, or until the surface that the creature resides upon is
  destroyed. At this point, the creature pops out of the surface,
  and back to their regular number of dimensions. Creatures
  that have the same number of dimensions can attack one
  another.
  by u/Xorglord
  Consumables
  19
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Dirty Rat Charm
  Wondrous item, rare
  A single-use charm, crafted by a hedge witch or primal
  alchemist. As an action, you may consume this charm. You are
  granted advantage on stealth, sleight of hand, and perception
  checks for 1 minute. You have disadvantage on charisma
  checks for 5 minutes.
  This rat tail charm is particularly filthy and smells
  faintly of vomit. The tail is stiff, like a wire, and it
  can be bent into different shapes. It would almost
  make a great lockpick, except it is too thick.
  by u/InfinityCircuit
  Dryad Seed
  Wondrous item, uncommon
  Planting this seed in the ground causes a tree to grow
  immediately. The tree grows over the course of five minutes
  into an old oak tree several feet wide and capable of providing
  full cover to two Medium Humanoids. It provides half cover
  after three rounds, three quarters cover after five rounds, full
  cover for Small creatures after seven rounds, and full cover
  for one Medium creature after eight rounds.
  When elven minds twist, it is a horrible thing.
  Locked in the dungeon of one such mind are three
  dryads whose only hope of escape is to find
  someone to plant these seeds somewhere far away.
  by u/Duke_Paul
  Eye Drops of Light Sensitivity
  Potion, rare
  When placed on the eyes, you gain light sensitivity for 1d12
  - constitution modifier hours. This potion is a small bottle of
  eyedrops, and a little dropper. The fluid is cloudy and grey.
  It started with a friendly bet between a drow and his
  wood elf friend. If the wood elf could go a day
  without complaining, the drow would never
  complain about the sun again. The troll they
  stumbled across never let them finish their bet.
  by u/RexiconJesse
  Feather of Falling
  Wondrous item, uncommon
  When held, the bearer of this item is affected by the feather
  fall spell. The item loses its magic once the user lands.
  A mysterious black feather that, according to the
  person who sold it to you, once belonged to an
  elephant. A flying elephant.
  by u/Duke_Paul
  Finger of Deathly Rot
  Wondrous item, very rare
  Green, flabby, and rotten, any finger of deathly rot is
  disgusting to behold. The stench is so bad that most living
  things can smell it from at least 100 feet away, with those with
  sensitive noses smelling it from far further away. Carrion-
  eaters, such as crows, vultures and wild dogs, will begin
  swarming the area if left out for too long.
  So long as you are not a construct, as an action, you may
  attempt to consume a finger of deathly rot. If you are not an
  undead creature, you must make a DC 15 constitution saving
  throw. On a failure, you take 1d8 necrotic damage and you
  vomit the finger back up. You may attempt to consume the
  finger a second time, with an increased DC of 18. On a
  success, you take 3d8 necrotic damage and gain the ability to
  cast finger of death (DC 15) at 7th level once without using a
  spell slot. If you succeed, and you die within 1 year of
  consuming a finger of deathly rot, you will rise as a zombie
  within 2d4 rounds of dying.
  Some people like magic rings. Others prefer the
  taste of magic ring fingers.
  Greater Lifestone
  Wondrous item, rare
  This green gemstone shimmers with an inner light. As an
  action, you can smash the gemstone, or throw the gemstone
  to smash on the ground up to 30 feet away. All creatures
  within 5 feet of the gemstone when it breaks, regain 4d4+4
  hitpoints.
  u/halgy
  Consumables
  20
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Gnasher's Yap Sap
  Potion, uncommon
  As the thick liquid covers your mouth, your teeth become
  reinforced and strong enough to bite into metal without
  breaking. For one hour, you can make a bite attack without
  fear of damage to your teeth. However, the potion does not
  increase the strength of your jaw or make you more proficient
  with biting. You may use your mouth to hold items, such as a
  rope while dangling. In addition, your mouth, inside of your
  throat, and your stomach are all resistant to fire damage. If
  you chose to make a bite attack, it is an unarmed attack that
  deals 1d4 + strength modifier bludgeoning damage. This is a
  thick, syrupy liquid that requires either a special lubricated
  bottle or straw to consume.
  Gnasher refused to release his two-handed maul,
  even when climbing. Concerned for his friend,
  Visigrath made a special cocktail that would allow
  him to hold onto a rope or cliff edge without
  releasing his weapon. Visigrath did not expect
  Gnasher to learn how to climb using it, but he did.
  by u/RexiconJesse
  Heartbeat Powder
  Wondrous item, uncommon
  An unusually fine, scarlet red powder that, when dispersed
  in the air with a simple incantation, will accumulating on tiny
  beating motes, revealing the relative location of the beating
  heart of any creature within 100 feet of the user.
  The hags of Eisenbock invented their own means of
  hunting in labyrinthine corridors of The Maw.
  u/opticaliqlusion
  Liquid Courage
  Potion, common
  When consumed, you must make a DC 15 wisdom save. If
  you fail, you become immune to fear and fear effects for 10
  minutes. In addition, you have disadvantage on any actions
  that are not the first action that come to mind. This potion is a
  harsh-smelling liquor that is kept in steins at most Dwarven
  taverns.
  Alchemists have a strange sense of humor. No one
  is certain if this brew was originally made on
  purpose or by accident. Regardless, taverns tend to
  keep it on hand.
  by u/RexiconJesse
  Mind Wipe
  Potion, very rare
  2d4-1 drops of blue-ish liquid in a tiny glass pipet just big
  enough to hold it.
  A single drop of this potion is enough to allow you to slip
  into a blank state for 10 minutes. For the duration, you are
  immune to psychic damage, and your mind cannot be read.
  During your next long rest, you will be incapable of dreaming
  and undetecable by divination spells of level 6 or lower.
  As a high-end alchemical compound it has often
  been used in high-stake situations, most often with
  a political nature. Rumours go around that the liquid
  is some sort of spinal fluid of a sentient
  subterranean creature.
  by u/Mimir-ion
  Oil of Animation
  Potion, rare (requires attunement)
  A small flask of perfumed oil with the ability to animate
  small (1 cu. ft) objects as though by the spell animate objects.
  The items are imbued with consciousness, and blindsight up
  to 30 feet. Inflexible objects are given some maneuverability
  and flexibility. Items gain the ability to hear and understand
  common. Items with a mouth (such as a doll) have the ability
  to speak common. Animated objects have no combat abilities
  and can carry up to 5 lbs. The animation lasts for (1d20+5)
  months and can be extended with repeated application. A
  single bottle contains three applications.
  The Wizard's academy is spotless because the
  brooms sweep themselves.
  by u/the_grand_blooms
  Oil of Bartering
  Potion, very rare
  When applied to any mundane item, that item becomes
  highly desirable for one hour. Any merchant is willing to
  purchase the item, and they will be willing to pay as much as
  double that item's appraised value. When applied to magical
  items, merchants will be willing to pay 50% more than they
  would normally pay for the item. This potion is a clear,
  glittering oil that is usually kept in small, easily concealed
  vials. One vial usually contains only one application.
  Oil of bartering is a tightly regulated and controlled
  substance. Unfortunately, it is fairly easy to produce,
  and there is a thriving black market for the product.
  Which always seems to sell well above cost, for
  some reason.
  by u/Duke_Paul
  Consumables
  21
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Petrified Cyclops Eye
  Wondrous item, very rare (requires attunement)
  A clay-colored, oblong stone the size of an orc's fist. Holding
  it causes strange visions to swirl in your head.
  If you spend five minutes meditating with this stone pressed
  to your head, you will gain expertise in insight, and advantage
  to all insight checks for the next hour. Additionally, for one
  hour, anyone you talk to may be considered to be under the
  effects of a zone of truth spell (DC 17). After use, the eye
  becomes inert.
  Believed to have been created when Kronos cursed
  the Cyclops' with visions of the deaths of all their
  kin.
  by u/codemonkeymz
  Potion of Blending
  Potion, very rare
  This vial contains a vaguely beige liquid of normal viscosity.
  Upon smelling it, a person is vaguely reminded that they need
  to clean their fingernails, or begins thinking about what they
  had for breakfast, or wonders what the weather will be like
  tomorrow. The liquid is watery, luke-warm and nearly
  tasteless, except for a very slight vanilla flavor.
  Consuming the entire potion makes you completely
  unremarkable to the point of not even really being noticed by
  others around you. Provided that you continue to act
  "normal", and employ a minimal effort to remain unassuming,
  you will continue to remain unnoticed for 1d6 x 10 minutes,
  as determined by DM roll.
  by u/captainfashion
  Potion of Emergent Power
  Potion, legendary
  You may consume this potion as an action.
  When consumed as an action, this potion temporarily
  considerably increases the consumer's power and stamina, at
  great cost to the user.
  For 5 minutes after consumption, your Strength and
  Constitution scores increase by 6. Your body becomes
  naturally tougher, giving you a natural AC of 18, as well as
  3d12 temporary hitpoints. In addition, you gain advantage to
  all strength and constitution saving throws and ability checks
  for the duration. In addition, for the duration, you emit an aura
  of might, increasing the power of your attacks. All attacks
  made with melee weapons (including unarmed attack), do an
  additional 3d8 magical force damage.
  After the 5 minutes have passed, all beneficial effects of the
  potion cease, you immediately gain disadvantage on all STR,
  CON, and DEX saves, and your speed becomes 5 ft, until you
  finish a long rest. You immediately take 6d12 necrotic
  damage. You must pass a DC 25 constitution save, or suffer
  the damage again at the beginning of your next turn. You may
  repeat the save at the end of each your turns; you will keep
  taking the necrotic damage at the start of each of your turns
  until you succeed.
  A terrifying weapon, the secret of brewing this
  potion has been passed down from generation to
  generation. This potion is considered a last resort,
  and forbidden for use in all but the most desperate
  of situations.
  by u/Paladin_of_Trump
  Potion of Wild Magic
  Potion, rare
  This small vial glows brightly with a kaleidoscopic array of
  colour. Sylvan runes of containment are inscribed on the cork.
  As an action, you may drink this potion. When you do, roll 5
  times on the sorcerer's wild magic table, and endure those
  effects. Due to the powerful magic surging through your body,
  you and everyone within ten feet of you takes 3d6 magical
  force damage.
  This potion of raw, wild magic was made by a group
  of wizard terrorists as a sort of emergency getaway
  device. The group was destroyed by a brave gang of
  misfit adventurers, but their signature bomb still
  lives on.
  by u/darkus4566
  Consumables
  22
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Raw Emotion
  Potion, rare
  The bright red viscous liquid in this bottle is considered
  illegal by many countries, and as such has a opaque glass.
  When this liquid is ingested or injected (via application to a
  dagger) the target must make a DC 14 constitution save, and
  suffer one of the following effects, depending on the version:
  Anger: The target enters a state of rage, and gains +3 to all
  melee damage for two minutes.
  Cheerfulness: The target becomes so happy they must
  make a DC 10 constitution save to notice pain, and must use
  their action to make the lives of those around them better in a
  act of happy charity. This lasts for two minutes. This will
  break a barbarian's rage.
  Disgust: This brew must have a small sample of something
  steeped in it. When the target drinks this, they are disgusted
  by whatever the sample came from, and must use their
  actions to destroy the object of their disgust, as one would a
  horrific spider. This last for one minute.
  Fear: The target's speed is increased by 15 feet, and they
  become frightened of the first creature they see. This lasts for
  eight minutes, and does not affect creatures that are immune
  to fear. This will break a barbarian's rage.
  Sadness: The target feels a overwhelming feeling of misery
  and is under the effects of the spell slow for 3 minutes. This
  will break a barbarian's rage.
  This potion is highly illegal, due to the powerful
  mind altering effects. It still prevails on though,
  used as a practical joke, a literal happy pill, or in a
  myriad other uses. It is considered that actors
  should not eat anything before a performance as
  good luck, a tradition to prevent being affected with
  liquid stage fright from a rival.
  by u/darkus4566
  Roach Charm
  Wondrous item, rare
  A single-use charm, crafted by a hedge witch or primal
  alchemist. As an action, you may consume this charm. Grants
  you resistance to poison, resistance to bludgeoning damage
  for 5 rounds.
  The shell of this particular dead cockroach has been
  dotted with paints and faint arcane symbols.
  by u/InfinityCircuit
  Scroll of Ruin
  Scroll, very rare
  "A brittle and crumbling scroll. It feels like just glaring at the
  scroll could cause it to crumble.
  As an action, you may unroll this scroll and read aloud the
  dread incantation. You can choose up to 4 targets to deal
  damage to. For each target, roll 1d+8 x your wisdom modifier,
  minimum 1.
  There were many powerful magic scrolls created in
  the magic school of Vinheim; some were deemed
  too dangerous for human use, so they were locked
  away. When the magic school of Vinheim was
  destroyed, a lot of magic scrolls and scriptures were
  lost, including the dangerous ones.
  by u/Kozzokath
  Shared Regret
  Wondrous item, rare (requires attunement)
  This scroll creates a pact between the attuned and
  whomever touches the parchment after them. The attuned
  person holds the paper and speaks a secret about themselves.
  The paper transcribes their words onto the first line. The next
  person who touches the paper is forced to reveal a secret of
  equal importance, which the paper transcribes on the second
  line. The nature of the secret cannot be chosen, only the
  gravity of it.
  The deceitful often place little value in the words of
  others. It is only through shared anguish can they
  believe their confessions.
  by u/RexiconJesse
  Vial of Slaad Dust
  Wondrous item, common
  Slaadiminium, also known as "slaad dust" or "croak", is a
  narcotic inhaled through the nose or absorbed through the
  tongue and gums. Colors vary but strains are universal in
  their texture, which is like that of a fine powder similar to
  sugar. It is a common misconception that the substance come
  from the bodies of actual Slaadi. In reality, the name is derived
  from the parallels drawn between the behaviours of slaadi and
  abusers of this drug.
  You must inhale at least 1/4 oz. of slaad dust to achieve
  these effects. Inhaling more does not encur any additional
  effects until the duration from the first 1/4 oz. has ended.
  After inhalation, you incur the "poisoned" condition.
  Charisma checks and saving throws are excluded from the
  normal effects of the poisoned condition, and are made with
  advantage. Your initiative becomes 0, while in combat, you
  regenerate 1 hp per round at the end of your turn. Out of
  combat, you may roll 1 free hit die. These effects last for 1
  hour after inhalation.
  It is odorless, tasteless, dissolves instantly in liquid,
  and is among the more pervasive drugs known to to
  man.
  by u/budakang
  Consumables
  23
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Waters of Memory Charm
  Wondrous item, rare
  A single-use charm, crafted by a hedge witch or primal
  alchemist. As an action, you may consume this charm.
  Consumer gains +10 to Knowledge, Arcana, Nature,
  Investigation, and Insight checks for 2 rounds. For 10 minutes
  after consuming this charm, the user is unable to speak
  coherently, and has disadvantage on Charisma-based skill
  checks. A swirling ball of liquid that somehow holds itself
  together.
  While practicing, some students of magic
  discovered a means to condense and store
  knowledge into a charm form. These blue drops are
  crystallized water from The Planar Ocean. All the
  knowledge of the multiverse eventually flows to its
  waters. A mortal mind, however, cannot take the
  strain of sifting through such for long, and thus is
  rendered dumb for a time afterwards.
  by u/InfinityCircuit
  Consumables
  24
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Jewelry
  A
  mulets, necklaces and rings. Basically anything
  that is worn, but doesn't strictly count as
  "armor".
  Abyssal Amulet
  Wondrous item, very rare (requires attunement)
  A cord of braided kelp threads through a large, fossilized
  shark tooth. The ancient tooth feels heavy in your hands.
  This amulet grants +1 to AC.
  While wearing this necklace, you gain advantage on
  Perception checks using your sense of smell. Whenever a
  creature successfully attacks you with a part of its body, such
  as a claw or bite attack, that creature takes 2d4 slashing
  damage.
  From the Ancient Depths: Once per week, you may use
  this amulet to channel the ancient spirits of the ocean in order
  to damage foes. As an action, choose a target within 10 feet of
  you. A spectral, prehistoric shark briefly shimmers into
  existence and makes an attack on the target at a +10 to hit,
  dealing 4d10+7 magical piercing damage on a hit. The shark
  immediately disappears afterwards.
  These amulets are made by merrow shamans, who
  collect fragments of great creatures that once lived
  in the oceans of the material plane. They use these
  amulets to commune with great spirits of the deep
  and channel a fragment of their power.
  by u/Zenrayeed
  Belial's Ring of Necrosis
  Ring, unique artifact, (requires attunement by someone who
  can cast eldritch blast)
  This ring appears as a small, live serpent. When a
  spellcaster capable of casting eldritch blast approaches it, the
  snake will lunge for their hand and bite down. The snake will
  wrap istelf around the ring finger of its victim, and solidify into
  a silver snake-shaped ring with emerald eyes.
  While equipped, the damage of your eldritch blast is
  increased to 1d12, and the damage type is changed to
  necrotic. Additionally, damage from your eldrich blast cannot
  be healed by magical means.
  Curse: This ring cannot be removed, except by means of
  remove curse cast at 8th level. Alternatively, The Archfiend
  Belial may command the ring to let go of you. The Archfiend
  Belial knows of your exact whereabouts as long as the ring is
  equipped.
  Necrosis: Each time you cast eldritch blast, some of your
  flesh rots and falls away from your body. This necrosis begins
  on the finger that bears this ring, and moves its way up your
  arm. If the necrosis curse reaches your heart, you will become
  an undead in the service of Belial. DM's discretion on how
  quickly this curse proceeds, and what, if anything, can be done
  to reverse the necrosis.
  Sometimes called the Silver Serpent Ring, this
  cursed band was forged in the fires of Phlegethos
  specifically for a deranged necromancer. He sought
  help from the Archfiend Belial in a desperate effort
  to return his beloved to the mortal plane.
  by u/budakang
  Black Velvet Band
  Wondrous item, rare (requires attunement)
  A soft, velvet ribbon that can be used to tie back your long
  hair. Grants +2 to deception, sleight of hand, and persuasion
  checks.
  These ribbons are often worn by a notorious cadre
  of female pickpockets.
  by u/PantherophisNiger
  Bracelet of Dislocation
  Wondrous item, very rare (requires attunement)
  This simple bracelet is composed of two silver bands fused
  together. When put on, it adjusts its size to fit snugly and
  comfortably around the wearer’s wrist.
  Once per day, using the use item action, you can twist the
  bands together. Doing so will cause the top band to twist
  against the bottom band, magically and painlessly separating
  your hand from your wrist. Where your hand was, only a blue
  vapor will remain. While separated in this way, neither band
  can be removed except by a dispel magic or wish spell, or with
  a DC 22 strength check. If either band is removed while
  separated, the bracelet loses its enchantment for 1 week and
  you takes 2d10 force damage as your hand is magically ripped
  from your wrist.
  While separated in this way, you can use a bonus action to
  control your hand. Your hand can travel up to 120 feet away
  from you. Your hand has a speed of 20ft, and a climb speed of
  20ft. Your hand can perform basic actions just as the mage
  hand cantrip. Spells may only be cast from your separated
  hand if they have a range of touch. Any damage your hand
  sustains is subtracted from your hit points. If your hand
  travels farther than 120 feet from you, or takes any damage,
  your hand is magically returned to your wrist, and the bands
  slide back into place. You can also use a bonus action to
  teleport your hand back onto your wrist.
  This bracelet was created by a renowned thief in
  order to get into places no one should. The bracelet
  was lost to him when a curious ogre tried to pry it
  off, and succeeded. The thief decided to stick to
  thieving, and gave up a potential career in item
  enchantment.
  by u/Zenrayeed
  Jewelry
  25
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Boss's Ring
  Ring, common (requires attunement by an evil character)
  This gaudy gold ring has a large ruby in the center. When
  you roll an intimidation check to scare or command a
  creature, you can use a bonus action to make an unarmed
  attack against that creature. If you do, add a bonus to the
  intimidation roll equal to the damage dealt.
  Coveted by goblins and orcs everywhere, this ring
  marks you as a clear leader of idiots.
  by u/throwing-away-party
  Canary Collar
  Wondrous Item, uncommon (requires attunement)
  A black silk choker, with a square orange stone set in its
  center.
  Canary Cry: Once per long rest, you may activate this
  item's special ability. A sudden loud bird-call like noise,
  painfully intense, erupts from your mouth. Each creature in a
  15-foot-cone in front of you must make a DC12 Constitution
  saving throw. On a failed save each creature takes 2d8
  thunder damage, and is pushed 10 feet away from you. On a
  success, the creatures take half as much damage, and they are
  not pushed away. A creature made of inorganic material such
  as stone, crystal, or metal has disadvantage on this saving
  throw. In addition, if used in a confined or acoustic space,
  such as a room or a corridor, all creatures within 30 feet of the
  user must a DC12 CON save or be deafened for 1d4 rounds
  (the user is always immune to this effect). A nonmagical object
  that isn't being worn or carried also takes the damage if it is in
  the area of the damaging effect.
  by u/Paladin_of_Trump
  Clutch Ring of (Damage Type)
  Ring, uncommon (requires attunement)
  The type of damage associated with this ring may vary,
  according to the DM's choice. In order to attune, you must be
  capable of dealing the type of damage indicated by the DM.
  When you make an attack dealing X type of damage, you
  can add an additional 1d8 of that damage type. While attuned
  to the ring, you become vulnerable to either bludgeoning,
  piercing, or slashing. You can change the type of damage upon
  completion of a long rest.
  A claw-shaped ring clutching a colored gem, taken
  from a land of ash and darkness. Creating clutch
  rings is the final test of a budding artificer, as the
  types of enchantments of the ring reflect both
  transmutation and evocation based magic.
  by u/pulsarnyx
  Fierna's Ring of Misfortune
  Ring, unique artifact (requires attunement)
  This ring appears as a small, live serpent. When a
  spellcaster capable of casting eldritch blast approaches it, the
  snake will lunge for their hand and bite down. The snake will
  wrap istelf around the ring finger of its victim, and solidify into
  a gold snake-shaped ring with garnet eyes.
  While equipped, you gain +1 sorcerer level.
  Curse: This ring cannot be removed except by means of
  remove curse cast at 8th level. The Archfiend Fierna knows of
  your exact whereabouts as long as the ring is equipped.
  Misfortune: As long as this ring is equipped, the DM will
  roll on a wild magic table every time you spend one or more
  sorcery points. You have disadvantage on the roll.
  Sometimes called the Gold Serpent Ring, this
  cursed band was forged in the fires of Phlegethos
  by the Archfiend Fierna. Most fiends enjoy tempting
  mortals with promises of great power; Fierna
  considers it imperative.
  by u/budakang
  Keeper’s Spectacles
  Wondrous item, rare (requires attunement)
  These bifocals are made of a durable but fine crystal, the
  temples inscribed with small runes.
  These spectacles grants you the ability to read and write
  any languages known by previous wearers. Once you have
  attuned to the spectacles, any languages you know are stored
  within the spectacles.
  These bifocals were crafted by an ancient librarian
  and passed down from apprentice to apprentice in
  order to better tend their ever-increasing collection.
  by u/Zenrayeed
  Jewelry
  26
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Mood Ring
  Ring, very rare (requires attunement)
  This small corroded iron ring bears a clear crystal affixed to
  the center, with rotating prongs affixing it to the band. The
  color of the crystal remains clear until the ring is attuned.
  Unless remove curse is cast upon the ring, only the person
  who gifted you the ring may remove it from your finger.
  The gifter of the ring may select a mood for the wearer to be
  in for the next 1d6 hours. After that time period is over, the
  ring becomes inactive until the following day, but leaves you
  with 1 point of exhaustion and no memory of the ring's
  influence. The color of the ring changes depending upon
  which mood is currently selected.
  Example:
  Mood
  Color
  Anger
  Red
  Sadness
  Blue
  Jealousy
  Green
  A terrible device, crafted by privately hired
  enchanters of a political regime. A select few were
  made, only to be used in secret by those seeking
  power and gain over their enemies. Deemed
  immoral and inherently cruel, almost all were
  sought out and destroyed.
  by u/ Notorious_bear_
  Mockingbird’s Ring
  Ring, uncommon
  This simple wooden ring is adorned by a small river stone,
  worn smooth. It shines beautifully in the light. While wearing
  this ring, you gain the ability to speak with birds and your
  movement speed increases by 10 feet. If you wear this ring for
  more than 2 days, while you wear the ring, you will always
  know where magnetic north is. After wearing the ring for 5
  days, your jump height is tripled.
  Cursed. This ring wants to be worn. Once you put it on, you
  cannot remove it unless you succeed on a DC 14 Wisdom
  saving throw. Otherwise, you will cherish the ring and be
  unwilling to remove it. You may only make this save once per
  day. The DC on this save increases by 1 for each day it is
  worn, up to a DC of 20 after six days. After seven days, it can
  no longer be removed except by remove curse or wish. After 7
  days of wearing the ring, you will loses all languages, except
  the ability to speak with birds. You will immediately begin
  attempting to travel north, at all costs.
  These rings were crafted by a tribe of shamans far in
  the northern highlands. Long ago, they communed
  with nature and became one with the birds of the
  region. These rings are carried out into the world by
  birds, dropped in places where someone might find
  them and become a member of the flock.
  by u/Zenrayeed
  Moth Brooch
  Wondrous item, uncommon (requires attunement)
  This is a brass moth-shaped brooch.
  Familiar Moth: You can use an action to command the
  brooch to become animated, at which point it is
  indistinguishable from a living moth. This moth acts similar to
  a familiar gained with the find familiar spell. You can return
  the moth to its brooch form with a command when you are in
  physical contact with it. If the moth is killed, the brooch is
  destroyed.
  by u/Paladin_of_Trump
  Pugilist ring
  Ring, very rare (requires special attunement)
  You cannot attune to this ring unless you have at least 13
  strength or 13 dexterity. You must win a fistfight while
  wearing this ring.
  This magic ring is made of smooth steel. It has the image of
  a ram engraved around it. This ring has a maximum of 10
  charges. To recharge the ring, you must spend one hour
  performing a strenuous workout such as hammering, boxing,
  sparring, jogging or woodcutting. This ring may only regain a
  maximum of 1 charge per day.
  Eye of the Tiger: As a bonus action, you can expend any
  number of charges and make an unarmed strike. On a hit,
  your punch deals 1D10 magical force damage per charge
  expended. If the attack misses, the charges are still lost.
  The hill dwarves have a long tradition of boxing and
  wrestling as both a sport, and method of conflict
  resolution. This ring was created by a dwarf smith
  who spent his nights off in a fight club. The great
  strength and endurance he developed in the forge
  made him a fearsome opponent in fighting circles.
  by u/1Jusdorange
  Punching ring
  Ring, rare
  This magic ring is made of rough iron. It has the image of a
  crude sheep engraved on it.
  This magic ring has a maximum of 6 charges. The ring
  regains a charge at a maximum rate of one per day.
  Recharging requires that you wear the ring all day; only one
  ring like this can be worn on a hand.
  Thrill of the Fight: As a bonus action, you can expend any
  number of charges and make an unarmed strike. On a hit,
  your punch deals 1D6 magical force damage per charge
  expended. If the attack misses, the charges are still lost.
  *This ring is the result of an attempt to duplicate
  the pugilist ring. The wizard that made this ring had
  seen the pugilist ring in action and wanted a similar
  power at his disposal. Lacking the strength or
  dexterity to charge a true pugilist ring, he created
  the punching ring. The magical energy within the
  ring comes from the accumulation of small
  movements through the day. *
  by u/1Jusdorange
  Jewelry
  27
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Ring of Albus
  Wondrous item, very rare
  This ring gives the wearer an additional attunement slot.
  by u/pucksrage
  Ring of the Bumblebee
  Rare (Attunement required by a Wizard, Arcane Trickster,
  Eldritch Knight, Arcana Cleric, or Artificer)
  You gain the following benefits from this ring.
  The lifting capacity of your mage hand is increased to 10 lbs
  x your Intelligence modifier. As part of the action used to
  control the hand, you can perform the following actions
  Gobsmack You can use the mage hand to make a melee
  spell attack against a creature within 5 feet of the hand. On a
  hit, the creature takes 1d4 magical force damage.
  Shove You can use the mage hand to shove a creature,
  either knocking it prone or pushing it 5 feet away from you.
  The target must be no more than one size larger than you and
  must be within 5 feet of you. Instead of making an attack roll,
  you make an Intelligence (Arcana) check contested by the
  target’s Strength (Athletics) or Dexterity (Acrobatics) check
  (the target chooses the ability to use). If you win the contest,
  you either knock the target prone or push it 5 feet away from
  you. The hand moves with the target.
  This ring bearing the insignia of an open palm
  behind a stylized bumblebee was found behind
  some books in an ancient library, covered in dust. It
  was passed between inquisitive scholars who were
  keen to identify its maker, but they ultimately failed
  to do so.
  by u/VampireSquid8
  Ring of Fly or The Fly Ring
  Legendary, cursed
  Attunement to this ring is automatic, once you put the ring
  on. However, this ring does not replace an already used
  attunement slot.
  This ring is is made of a hard black material that resembles
  chitinous scales, and has a diamond gem inset that unfolds
  into small gossamer wings when activated. When first
  adorned, your mind is slowly filled with a numbing, buzzing
  noise that grows to the edge of an unbearable volume, then
  abruptly disappears. Leaving you with the knowledge of how
  to activate the ring.
  Flight of Flies: As a bonus action, you can activate this
  ability. Thousands of flies appear from your orifices, hair and
  under your clothes. The flies will alight on your body, and bear
  you aloft. You have a flying speed equal to your walking speed
  until this is deactivated. When deactivated, the flies disperse.
  However, after the first use a single fly will remain near or on
  the wearer at all times. After every subsequent use, the
  number of flies that remain doubles. The flies can be killed,
  but another will simply replace it in the same manner
  immediately. DM's discretion on how the increasing cloud of
  flies will affect the player character in social situations.
  Curse: This is a cursed ring that cannot be removed, except
  by remove curse or wish. As your cloud of flies grows in
  number, you will begin to experience the following effects. An
  irrational fear of spiders and spider-like monsters,
  disadvantage on perception when there are bright lights
  nearby, and a growing preference for offal, rotten food and
  refuse. Personality changes wrought by the ring are
  permanent, even if the ring is removed. If you are killed while
  wearing this ring, it will summoning flies to consume your
  corpse and preventing resurrection by anything other than
  wish.
  Do you control the flies, or do the flies control you?
  Join us, and feast on the decay of the living.
  by u/vangelicsurgeon
  Ring of Lightning Strikes
  Ring, uncommon (requires attunement by a monk)
  This ring grants a +1 to hit and damage rolls with unarmed
  strikes. Whenever a successful unarmed attack is made this
  ring gains 1 charge, max 10 charges. When all charges are
  spent, the ring requires a long rest before it can start charging
  up again.
  Strike of Lightning: As an action, this ring can be used to
  cast lightning bolt by expending 10 charges, the spell uses the
  Monk's spell-save DC as if it were cast using ki.
  u/Aquatic0203
  Ring of Nine Lives
  Ring, very rare (requires attunement)
  This ring has 9 charges. When your hit points are reduced
  to 0, you can expend a charge to instantly return to 1 hp. Once
  all of the charges are expended, the ring breaks. If you have
  something similar to the half-orc's relentless endurance
  ability, then this ring is prioritized after your ability.
  by u/pucksrage
  The Suffer Ring
  Ring, rare (attunement required)
  Wreak Vengeance: A dull iron ring with a rhyming
  inscription around the band. Hooked spines make it difficult to
  remove. Requires a DC 18 dexterity (sleight of hand) check to
  remove it without maiming or destroying your finger. When
  you are struck for 10 + your level or more of damage, or if you
  would hit zero HP, the ring reflects the damage back the
  attacker, leaving you unharmed.
  Curse: When this ring's wreak vengeance ability is
  activated, this ring steals an unpleasant event in the attacker’s
  life and places the consequences on you. For example, if the
  attacker owed 1,000 g to loan sharks, the loan sharks now
  view you as the one responsible for the debt, and they will
  pursue you for the money.
  Wear this ring, my child, for you it will always
  protect. The price is not for you to decide, but it
  shall be yours to collect.
  by u/RexiconJesse
  Jewelry
  28
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Tuo Mainzar's Pearl Ring of Focus
  Ring, legendary (requires attunement by a creature that can
  cast spells with some spellcasting ability)
  The grey pearl within this ring is very loosely fitted. Any
  character with jeweler's tools, and expertise with those tools,
  can easily remove the pearl and set it within a different piece
  of jewelry. The pearl itself is wrinkly, almost lumpy, and
  oblong.
  Focus of Tuo Mainzar: Once attuned, this pearl allows you
  to maintain concentrations on up to two spells at once, for up
  to one round within combat or one minute outside of combat.
  Any concentration checks will apply and be rolled separately
  for each spell. When you cast your second concentration spell,
  you should specify which spell is being cast through the ring;
  that spell has advantage on the concentration save. When you
  only have one spell you are concentrating on, you make all
  spell concentration saves with advantage.
  Tuo Mainzar was an eccentric but subpar mage with
  an inferiority complex. He was particularly envious
  of his old academy rival, Juan Salathar, who
  consistently outperformed him in evaluations.
  Mainzar spent a large amount of time attempting to
  craft a sentient artifact that would prove his
  superiority, but also tried to weave a feeblemind
  curse into the item so he could, in one stroke,
  prove his superiority and eliminate a rival.
  Unfortunately, Mainzar's mastery of transmutation
  was not what he thought it was, and the neither the
  sentience nor the curse fully manifested in the item.
  Mainzar passed without ever realizing the power of
  his creation. Etched on the bottom of the pearl is
  the phrase Mainzar hoped to utter when he
  dispatched Salathar: "Tuo Mainzar: better than
  Juan".
  by u/Duke_Paul
  Unattended Ring
  Ring, very rare
  This is a very ornate, and ostentatious ring. The large topaz
  within the complicated setting hides a very minute switch.
  Store Cantrip: As an action, you may press that switch, and
  cast a cantrip to store that cantrip within the ring.
  Use Cantrip: The most recent cantrip stored within the
  ring may be cast as a bonus action by pressing the switch. The
  cantrip from the ring will use the same spell save DC, spell
  attack bonus and spellcasting ability of the original caster.
  This ring does not require attunement. With proper
  manipulation, you can even set it up so that the cantrip is
  triggered by by mechanical means, such as opening a box or
  stepping on a pressure plate. You may charge it with a new
  cantrip each time.
  While the fabricator was undoubtedly trying to
  create a Ring of Spell Storing, an error in production
  or damage after the fact caused this ring to
  continuously charge and discharge magic whenever
  it forms a complete circle- Effectively casting its
  spell every six seconds or so. To disable it, a notch
  was cut in the ring. Pressing the switch completes
  the arcane circuit, and allows the cantrip to be cast.
  These rings, though gaudy, are highly prized by
  warlocks.
  by u/Crow1170
  Jewelry
  29
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Rods, Staves and Wands
  W
  ands are the smallest of these, usually being
  about 1 ft long and narrow. Rods are the next
  largest, about 3 ft long and 3⁄4 in thick. Staves
  are the largest, usually being 6 ft long and
  about 2 in thick. Most of these devices use
  charges. Should a device reach zero charges, it
  will usually disintegrate, thus rendering
  recharging impossible. Taken from "SimpleDnD" by
  "AJBollinger,Inc"
  Channeler’s Rod
  Rod, legendary (requires attunement by a wizard or sorcerer)
  At the start of your turn, if you are able to take an action,
  you may choose to enter an "Arcane Flow State". The flow
  state lasts for four rounds, or until it is broken.
  Arcane Flow State: While in this state, you may use your
  bonus action to cast a spell you have prepared using an
  available spell slot (in addition to any spells you cast with your
  action). While in this state, you must attempt to cast at least
  two spells of first level, or greater, every round. If you do not
  cast two spells of first level of greater in a single round, at the
  start of your turn the Arcane Flow State breaks. Upon
  breaking the Arcane Flow State, you immediately take two
  levels of exhaustion. If the Arcane Flow State terminates
  naturally (after four rounds), you recover one spell slot for
  each spell level you currently are able to cast.
  This simple rod is made of an unidentifiable metal
  with fine, sinuous patterns engraved into the
  surface. Activating the rod allows a user to quickly
  and efficiently channel an enormous amount of
  arcane power outwards, at the risk of burning
  themselves out.
  by u/Cathartidae
  Conduit of the Legion
  Wand, uncommon (normal variant), rare (beacon variant)
  (requires attunement by a sorcerer, warlock, or wizard)
  While you are holding this wand and within 5 feet of a
  friendly creature, this wand is a +1 spellcasting focus. If that
  ally is wielding a Bulwark of the Legion, Conduit of the
  Legion, Staff of the Legion, or Pike of the Legion, the spell
  attack bonus becomes +2 and your spell save DC is increased
  by 2 instead.
  The Beacon Variant also has the following features:
  Spell Synergy: Whenever you cast a spell that targets only
  yourself, you may also target another ally within 5 feet of you
  with that spell. At the start of your turn, if that ally is not within
  5 feet of you, the spell's effects end for them. When the spell
  ends, the spell's effects end for both you and the ally.
  Light of the Legion: After casting a spell, you may hold the
  conduit into the air to have the beacon glow brightly and
  create a pillar of light going up 100 feet into the air from the
  beacon. While active, the beacon casts a 30 foot radius of
  bright light and 30 foot radius of dim light around you, for 1
  minute or until you lower the conduit at any time. The beacon
  and the pillar of light are visible from up to 5 miles away
  during the day and 10 miles away during the night. You may
  choose the color of the light, and change it whenever you cast
  another spell while the beacon is active.
  These wands were produced for a once-
  unstoppable army. It is theorized that the Legion
  had a relatively large number of arcane spellcasters
  among their ranks, although no spellbooks or other
  arcane foci have been found alongside Legion
  equipment. The more arcane-inclined historians
  have taken to calling these "Conduits" rather than
  "Wands".
  by u/Zedman5000
  Rods, Staves and Wands
  30
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Duelist's Wand
  Wand, very rare (requires attunement)
  This sleek wooden wand is reinforced with metal bands
  inscribed with runes, and has a grip at the base. This wand
  has 1d8 charges and regains 1d6 charges at the next dawn, or
  whenever an opponent is defeated with this wand during a
  duel.
  Initially, you can only expend a charge as an action to cast
  compel duel, using the caster's spell save DC. When you enter
  a duel, whether as a result of compel duel or through an
  opponent accepting a challenge, this wand wand gains the
  following abilities for the duration of the duel:
  The wand becomes a +1 spellcasting focus. You may
  expend charges as an action or reaction (as if casting
  counterspell) to cast the spells on the following table:
  Spell
  Charges
  Mage armor
  1
  Magic missile
  2
  Counterspell
  3
  Parry: As a reaction, you may use charges of the wand to
  reduce the attack roll of a single-target spell targeting you,
  reducing the roll by 1 per charge spent.
  If during an active duel all of the wand's charges are
  expended, and you are ever more than 150 feet from your
  opponent, the wand will become permanently inert. The wand
  will also become permanently inert if it runs out of charges,
  and the opponent is affected by a spell from a source other
  than you.
  These wands are given as prizes to those who make
  it into the semifinals in the Duelist's Ring held at
  the Arcane Institute at Aqireth.
  by u/Zenrayeed
  Fable Wand
  Wand, very rare (requires special attunement) by a small or
  tiny creature)
  Only a small or tiny creature may attune to this wand.
  Attunement to this wand is achieved after weathering a storm,
  outdoors, and without shelter, while holding the wand. This
  attunement process can be repeated with each new storm.
  Prior to attunement, this looks like a small, polished wooden
  stick. After attunement, the wand changes according to how
  the attunement trial went. DMs, use discretion for
  determining how this trial goes.
  If you face the storm, standing on your feet without fear,
  the wand becomes an oak wand.
  If you succumb to fear and seek shelter, the wand becomes
  a reed wand.
  If, by chance you are chosen by the storm gods, and survive
  being blessed by their "electric touch", the wand becomes a
  storm wand.
  Oak Fable Wand
  In this form the wand has the shape of a tiny oak branch
  with three acorns attached to it.
  This is a +1 wand.
  You become proficient in constitution saving throws.
  The wand has 3 charges and regains 1d4-1 charge at
  dawn. The charges are represented by the acorns on the
  branch. An acorn can be detached by expending a charge.
  If the acorn is planted in soil or sand it instantly grows into
  a healthy tree. The tree is 60 feet tall and has a 5-foot-
  diameter trunk, and its branches at the top spread out in a
  20 foot radius. The tree is an ordinary tree. The acorn
  loses its magical property and becomes ordinary if not
  planted before dawn.
  Once per long rest the wielder attuned to the oak wand can
  use an action to cast barkskin or spike growth at base level.
  Reed Fable Wand
  In this form the wand is flexible and made of woven reeds
  with three little white cotton balls tied to it.
  This is a +1 wand.
  You become proficient in dexterity saving throws.
  The wand has 3 charges and regains 1d4-1 charge at
  dawn. The charges are represented by small cotton like
  balls at the end of the wand. A cotton ball can be detached
  by expending a charge. If the cotton ball is freed in the air
  it floats to a point that can be seen within 120 feet and
  expands in a cloud of pollen that acts like a fog cloud.
  Once per long rest you may use an action to cast lesser
  restoration or healing spirit at base level.
  Storm Fable Wand
  In this form the wand keeps its simple wood shape, but with
  a burned pattern going through it that seems to be made of
  glass.
  This is a +1 wand.
  You become proficient in wisdom saving throws.
  The wand has 3 charges and regains 1d4-1 charge a dawn.
  The charges are represented by tiny lights moving within
  the glass vein of the wand. You can use an action and
  expend a charge to cast the thunderwave spell without
  spell slots or components.
  Once per long rest the wielder attuned to the storm wand
  can use an bonus action to cast one of the following spells:
  call lightning, lighting bolt or haste at base level."
  The first fable wand was created by a gnome wizard.
  The arcanist was caught in a violent storm as he
  worked outside on making a new wand. As he
  worked, he was forced to continue on in the wind,
  thunder and rain. When the clouds parted in the
  morning, the wizard beheld a powerful new wand.
  Rumors circulate that the storm to trigger the
  wand's trandformation does not have to be a literal
  storm. Turmoil of the heart has also been known to
  trigger the transformation within the wand.
  by u/1Jusdorange
  Rods, Staves and Wands
  31
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Hippo's Wand of Wonder
  Wand, uncommon (requires attunement)
  This wand may randomly appear in the possession of a
  party member the next time they go through their things. It
  has 100 charges. When it reaches 0 charges, it will teleport a
  random direction 100-1000 miles and fully recharge. When
  you attune to the wand, you must choose a silly command
  word or phrase (eg. "Shickety-shack", "Dastardly" or a swear
  word of your choosing). When you shout the command
  phrase, roll on one of the following tables that pertains to your
  situation (combat or non-cambat).
  Effects
  The "Effect Target" refers to the following:
  All: This affects everyone is the combat zone or within 50'
  if not in combat.
  Allies: Friends of the wand owner.
  Area: An area of effect. The dimensions will be listed under
  the effect.
  Self: This affects only the wand owner.
  One: This affects one person/creature at random (see All
  for area of effect)
  Wand: This affects the wand itself OR is the focus of the
  event occurring
  Finally, the duration is a random die roll of 1d4+1, but will
  last for Rounds, Hours, Days, or the effect is Instantaneous or
  Permanent.
  This is my wand. There are many like it, but this one
  is mine. My wand is my best friend. It is my life. I
  must master it as I must master my life. Without
  me, my wand is useless. Without my wand, I am
  useless. I must cast my wand true. I must cast
  straighter than my enemy who is trying to kill me. I
  must crit him before he crits me. Before God, I
  swear this creed. My wand and I are the defenders
  of my party. We are the masters of our enemy. We
  are the saviors of my life. So be it, until victory is
  Arneson's and there is no enemy, but peace!
  by u/famoushippopotamus
  Rods, Staves and Wands
  32
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  d100 COMBAT WAND EFFECTS
  Effect
  Target
  Duration
  1d4+1...
  01-
  02
  Time-stopped
  All
  Rounds
  03-
  04
  Turns to glass
  One
  Rounds
  05-
  06
  Grows/shrinks 1'
  One
  Rounds
  07-
  08
  Invisible
  Self
  Rounds
  09-
  10
  Weapons become toys
  All
  Days
  11-
  12
  Fly
  Self
  Rounds
  13-
  14
  Teleport randomly (blink)
  Self
  Rounds
  15-
  16
  Causes all attacks to become
  poisonous
  All
  Rounds
  17-
  18
  Summon a hostile Dune
  Stalker
  All
  Instananeous
  19-
  20
  Summon a hostile Sandling
  All
  Instananeous
  21-
  22
  Summon a hostile Stirge
  swarm
  All
  Instananeous
  23-
  34
  Summon an allied Formian
  Soldier
  All
  Instananeous
  25-
  26
  Summon an allied Thri-Kreen
  Scout
  All
  Instananeous
  27-
  28
  Summon an allied
  Pseudodragon (CG)
  All
  Instananeous
  29-
  30
  Slowed/hasted
  All
  Rounds
  31-
  32
  Speaking causes a sonic boom
  – 30' line of effect, 3d4 dmg
  Self
  Rounds
  33-
  34
  Randomly exchange places via
  teleportation
  All
  Rounds
  35-
  36
  Slay
  One
  Rounds
  37-
  38
  Reverse gravity
  All
  Rounds
  39-
  40
  Objects animate and attack
  All
  Rounds
  41-
  42
  All attacks hit/miss
  All
  Rounds
  43-
  44
  1d4+1x10 obedient clones
  appear
  Self
  Rounds
  45-
  46
  Seized by murderous paranoia
  towards all
  All
  Rounds
  47-
  48
  Summon a hostile Thri-Kreen
  Scout
  Self
  Instananeous
  49-
  50
  Summon a hostile Illithid
  Self
  Instananeous
  51-
  52
  Next 1d4+1 hits are
  criticals/fumbles
  Self
  Instananeous
  53-
  54
  Turns to stone
  One
  Days
  55-
  56
  Teleport 1d4+1 kilometres
  away
  One
  Instananeous
  57-
  58
  Catches fire for 1d4+1 dmg
  One
  Rounds
  59-
  60
  Becomes enraged and hostile
  towards wand owner
  One
  Rounds
  61-
  62
  Sends forwards in time
  One
  Rounds
  63-
  64
  Clones 1d4+1 hostile versions One
  Rounds
  65-
  66
  All attacks hit wand owner
  One
  Rounds
  67-
  68
  Fully healed
  One
  Instananeous
  69-
  70
  Speed is doubled/halved
  One
  Rounds
  71-
  72
  Cause to attack ally
  One
  Rounds
  73-
  74
  Fear
  One
  Rounds
  75-
  76
  Paralyzed
  One
  Rounds
  77-
  78
  Knocked prone and held prone One
  Rounds
  79-
  80
  Dominated
  One
  Rounds
  81-
  82
  Gains a breath attack 1d4+1
  dmg
  Allies
  Rounds
  83-
  84
  Go to bottom of initiative and
  then reroll after effect ends
  Allies
  Rounds
  85-
  86
  All attacks rebound on
  attackers
  All
  Rounds
  87-
  88
  Weapons increase reach by 1
  All
  Rounds
  89-
  90
  Entangle 1d4+1x10 square
  cube
  Area
  Rounds
  91-
  92
  Difficult terrain 1d4+1x10
  square cube
  Area
  Rounds
  93-
  94
  Go to top of initiative and then
  reroll after effect ends
  One
  Rounds
  95-
  96
  Levitates
  One
  Rounds
  97-
  98
  Confused
  One
  Rounds
  99-
  00
  Fully healed
  Allies
  Instananeous
  Rods, Staves and Wands
  33
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  d100
  NON-COMBAT WAND
  EFFECTS
  Effect
  Target
  Duration
  1d4+1...
  01-
  02
  Shrieks insults in local language Wand Minutes
  03-
  04
  Base material shift in all
  objects (eg, paper to stone)
  All
  Minutes
  05-
  06
  Creates dreamworld
  Allies
  Hours
  07-
  08
  Wipes memory
  Self
  Days
  09-
  10
  Stained bright color
  Self
  Days
  11-
  12
  Learn new language/skill
  Self
  Permanent
  13-
  14
  Forget language/skill
  Self
  Permanent
  15-
  16
  Change character class
  Self
  Days
  17-
  18
  Create disease outbreak
  Area
  Permanent
  19-
  20
  Raise dead by touch
  Self
  Days
  21-
  22
  Meteor Storm 1d4+1x100
  metres
  Area
  Rounds
  23-
  34
  Thunderstorm 1d4+1x100
  metres
  Area
  Hours
  25-
  26
  Snowstorm 1d4+1x100
  metres
  Area
  Hours
  27-
  28
  Create 1 random magic item
  per day
  Self
  Days
  29-
  30
  Refuses to move, cannot be
  moved
  Wand Hours
  31-
  32
  Increase/decrease size
  category
  Self
  Days
  33-
  34
  Drenched in water, hit with icy
  wind blast
  All
  Instananeous
  35-
  36
  Possessions teleport away
  1d4+1x10 metres
  Allies
  Instananeous
  37-
  38
  Must speak in rhyme
  Allies
  Days
  39-
  40
  Create confections,
  sporadically
  Wand Days
  41-
  42
  Summon a drunken Dragon
  Self
  Instananeous
  43-
  44
  Create food and drink that
  heals/harms 3d4 hp/dmg
  Wand Instananeous
  45-
  46
  Bestows/Removes darkvision
  Self
  Days
  47-
  48
  Able to move geometrically
  (non-Euclidian)
  Self
  Hours
  49-
  50
  Base material shift (wood to
  metal, metal to stone, etc)
  Area
  Rounds
  51-
  52
  Forced shapechange
  Self
  Days
  53-
  54
  Radiate visible, evil aura
  Self
  Days
  55-
  56
  Create Ring of Delusion
  Wand Instananeous
  57-
  58
  Shine like the sun
  Wand Hours
  59-
  60
  Creates luxury campsite and
  servants
  Allies
  Days
  61-
  62
  One ability doubles/halves
  Self
  Days
  63-
  64
  Detect alignment
  Self
  Hours
  65-
  66
  Creates a duplicate wand
  Wand Instananeous
  67-
  68
  Must be “fed” sugar (1 lb/day)
  or cries loudly as a human baby Wand Days
  69-
  70
  Shoots pyrotechnics 200
  metres
  Wand Rounds
  71-
  72
  Grows to size and weight of
  polearm
  Wand Days
  73-
  74
  Plant growth, radius 1d4+1x10
  metres
  Area
  Instananeous
  75-
  76
  Can/cannot use elemental
  energy
  Self
  Hours
  77-
  78
  Can/cannot use psionic energy Self
  Hours
  79-
  80
  Changed to opposite sex
  Self
  Days
  81-
  82
  Haunted by complaining spirits Self
  Days
  83-
  84
  All rolls +2 bonus/penalty for
  1d4+1 encounters
  Self
  Instananeous
  85-
  86
  Able to burrow at same current
  racial speed
  Allies
  Days
  87-
  88
  Affected with aphasia
  Allies
  Hours
  89-
  90
  Stripped and teleported
  1d4+1x10 kilometres
  Allies
  Instananeous
  91-
  92
  1 ability increased/reduced by
  1d4
  Allies
  Days
  93-
  94
  Day to night/Night to day
  Area
  Hours
  95-
  96
  Planar concurrence
  Area
  Hours
  97-
  98
  Time stasis/loop/reversal
  Area
  Hours
  99-
  00
  Frozen/aflame
  Area
  Hours
  Rods, Staves and Wands
  34
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  The Illusionist's Wand
  Wand, legendary (requires attunement)
  Any illusion spell cast with this wand expends a spell slot
  one level lower than would normally be required to cast that
  spell. Additionally, enemies have disadvantage when
  perceiving illusions created with this wand. This wand is
  made of simple darkwood and feels as light as quill wet with
  ink.
  This wand was pilfered from a tomb off off the
  coast of Valoria. The stone-work and architecture of
  the crypt dates back to the late 3rd age, and it is
  unmistakably of Drow design. Some more hopeful
  arcanists think this could be the lost tomb of
  Duriel, The Traitor, but the numerous magical traps
  still armed inside make this hypothesis unlikely.
  by u/budakang
  Reliquary Rod of Saint Dismas
  Unique Rod, legendary (requires special attunement)
  Only a Grave domain cleric may attune to this rod.
  Attunement requires that the cleric meditate for one night
  while holding the rod. At the end of the process, Saint Dismas
  will appear and judge wether or not the cleric is worthy. If the
  cleric is unworthy, Saint Dismas will send the rod to another
  to be judged.
  “This reliquary rod is made of steel, two feet long and has
  holy scriptures carved on the outside. It’s hollow and holds a
  relic, the radius bone of Saint Dismas.
  This is a +2 spellcasting/religious focus, once attuned. This
  rod may also be used as a +1 mace, or +2 against undead
  targets. The rod has a maximum of 8 charges. It regains
  1D6+2 charges at dawn, so long as you have spent at least 1
  hour in prayer, or other service to the injured and dying. If the
  last charge is spent, you must roll a d20. On a roll of 1, Saint
  Dismas recalls the artifact. You may expend charges to cast
  the following spells at their base level, without expending spell
  slots or components.
  Spell
  Charges
  Detect poison or disease
  1
  Calm emotions
  2
  Detect thoughts
  2
  Speak with dead
  3
  Scrying
  5
  True seeing
  6
  Intervention of Saint Dismas: You expend 8 charges and
  say a prayer to call Saint Dismas to your aid. The DM may
  have discretion on wether or not this actually works. Your DM
  may choose to treat this as a "Divine Intervention", or they
  may have Saint Dismas show up in the form of an angel
  (Deva, Planetar or Solar). Saint Dismas may refuse to lend his
  aid, depending upon your situation or if he is otherwise busy.
  Saint Dismas was raised to sainthood by his God,
  following his faithful sacrifice against a fearsome
  enemy. Dismas' soul was raised into an angel, while
  his mortal remains were fashioned into powerful
  reliquary artifacts.
  by u/1Jusdorange
  The Rod of Lazarus Dagon
  Rod, very rare (requires attunement)
  This rod is made from a thick and twisted ironwood branch
  that comes to three points almost like a wooden talon. Red
  crackling energy arcs from the center of the talon-like tip.
  This rod has 7 charges that are not recovered. As an action,
  you may expend one charge to cast various lightning spells.
  The spell that is cast will change, depending upon how much
  time is spent charging up the energy of the rod.
  Spell
  Rounds Spent Charging
  Lightning bolt (3rd level)
  0
  Chain lightning (6th level)
  3
  Storm sphere (8th level)
  10
  Lazarus Dagon was a particularly fearsome evoker.
  However, his luck ran out one day when he was
  ambushed by grou of red slaadi.
  by u/budakang
  Rod of Returning
  Rod, uncommon, rare or very rare
  A cylindrical iron rod about two feet in length; arcane sigils
  inlaid in electrum spiral around it from top to bottom.
  This rod must be linked to a single, permenant teleportation
  circle. This rod may become linked to a new teleportation
  circle by leaving it within the exact center of the circle for 1
  hour. The uncommon variant of this rod has a range of 100
  miles. The rare version has unlimited range, so long as you
  are on the same plane of existence. The very rare variant
  requires attunement, and is capable of interdimensional
  travel.
  Distributed through out the kingdom's remote
  watchtowers, a rod of returning allows the
  watchmen to instantly retreat or be recalled to a
  designated garrison.
  by u/SimianAstronaut
  Rods, Staves and Wands
  35
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Rod of Rodent
  Rod, common
  While holding this rod, you may use an action and say the
  command word to transform the rod into a Giant Rat. The rat
  behaves as it normally would, and is not inherently friendly
  towards you. Whenever the Giant Rat is reduced to 0 hit
  points or caught inside any effect that dispels magic, it
  transforms back into the rod. The rod may not be changed
  back into a rat until the next dawn.
  A promising enchanting student suffered a terrible
  accident while attempting to create staves of
  animal summoning. He was found dead in his dorm
  with a giant weasel, a giant snake, and a giant rat
  fighting over his corpse; these items were
  discovered when school security arrived to deal
  with the hostile creatures.
  by u/Zedman5000
  Searing Staff
  Staff, very rare (requires attunement)
  This is +2 staff that deals an additional 1d6 damage on top
  of any spell that targets an enemy creature. This staff has 2
  charges and regains 1 charge every dawn. When the staff runs
  out of charges, it turns to ash. As an action, you may say the
  word "fire" in Ignan, and spend 1 charge to summon a fire
  elemental. This elemental heeds your commands and, and
  views you as an ally. It will disappear disappears once it
  reaches 0 hp, or at sunrise.
  A charcoal staff that has strange Ignan runes on it.
  It's hot to the touch and leaves soot on your hand.
  by u/Phosphorus_Dom
  Staff of Eyes
  Rare staff, (requires attunement by a spellcaster)
  This staff resembles a length of jagged purple crystal
  covered with carvings of eyes. All who can see it feel as if they
  are being watched.
  Sight of Yog-Sothoth: Once per day, you can use a bonus
  action touch the staff to your head to gain truesight in a 60ft
  radius for 1 minute. If this reveals any creature within the
  ethereal plane, you can use an action to attempt to rip them
  into your plane. They must make a wisdom saving throw
  against your spell save dc. On a failure, they are forced into
  whichever plane you are currently residing in, and cannot use
  any form of planar travel for 1 minute.
  Curse: When the truesight from this weapon wears off, you
  take 2d6 psychic damage, as strange visions besiege your
  mind. Each time you use this, and for an hour after, you feel as
  if something unnatural is watching you. With each use, you
  become more and more paranoid and distrustful of others,
  even those who you would call friend. If this damage reduces
  you to 0 hit points, you are instantly killed as tentacles reach
  out from the ground and envelop you, leaving only the staff
  behind. If you are immune to psychic damage, you are
  immune to this curse. You can only be resurrected by means
  of wish.
  All that was found of the original owner was this
  staff, and a journal that detailed a rapid descent into
  madness.
  by u/_Phosphor
  Staff of the Legion
  Staff, uncommon (requires attunement by a bard, cleric, or
  druid)
  Battlefield Medic: While holding this staff, you may expend
  charges to cast the following spells without components or
  spell slots, use your own your spellcasting ability modifier:
  healing word (1 charge), mass healing word (3 charges). If you
  wish to increase the level at which this spell is cast, you may
  expend 1 extra charge per level.
  When you cast a spell using a spell slot of 1st level or higher
  while holding the staff, and you are within 5 feet of another
  friendly creature wielding a Pike of the Legion, Bulwark of the
  Legion, Conduit of the Legion, or Staff of the Legion, the staff
  regains 1 charge, up to a maximum of 5. This staff also
  regains 1d4+1 charges at dawn, up to a maximum of 5.
  If you use the last charge of the staff, roll a d20. On a 1, the
  staff explodes with positive energy, lost forever, and every
  creature within 60 feet regains 3d4 hit points. The same effect
  occurs if you manage to break the staff.
  These staves were created for an ancient, well-
  equipped military, known to historians only as "The
  Legion". The veteran healers were given these
  staves to help them continue healing and
  encouraging soldiers during their long battles.
  by u/Zedman5000
  Rods, Staves and Wands
  36
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Staff of Panic
  Staff, uncommon (requires attunement by a bard, cleric,
  sorcerer, warlock, or wizard)
  This staff has 3 charges. While holding it, you can use
  charges to cast the following spells without using spell slot.
  The staff regains 1d4-1 charges at dawn. If, after regaining
  charges, the staff has 0 charges, roll a d20. On a 1, the staff
  vanishes in a flash of light, making the sound of a startled
  scream.
  Spell
  Charges
  Shield
  1
  Expeditious retreat
  1
  Mage armor
  2
  This staff's head features the holy symbol of a
  forgotten Goblin God of Bravery, who has not been
  worshiped in a thousand years or more. Over the
  years, the disappearance of this god has changed
  both the Goblin race and this staff; they've become
  cowardly and weak, and this staff has become a
  shadow of its former self, aiding cowards in
  surviving and escaping from danger, instead of
  charging forward into the fray.
  by u/Zedman5000
  Staff of Reason
  Staff, very rare (requires special attunement)
  To attune, you must be a halfling with intelligence or
  wisdom of at least 16. Attunement requires a nomination of
  the wielder by at least three other halflings by way of a
  democratic vote.
  The staff of reason is 4 feet long and made of twisted
  hickory, with notches at the top. It is crowned with a magically
  toughened candle that always remains lit. You may use this
  staff as both an arcane focus, and a magical quarterstaff that
  deals an additional 1 point of fire damage. Upon attuning to
  this staff, you become proficient in insight and investigation.
  The candle sheds bright light in a 5-foot radius and dim light
  for an additional 5 feet.
  Light of Reason: All creatures within the light radius of
  this staff are under the effects of sanctuary and zone of truth.
  Reasonable Discourse: Once per day, you may use the staff
  to cast one of the following spells without consuming any
  components or spell slots comprehend languages or calm
  emotions.
  A staff of reason is ceremonially granted to the
  leaders of halfling communities. It is a symbol as
  well as a tool to help administer justice, resolve
  conflicts and guide the community towards peace
  and a greater good.
  by u/1Jusdorange
  Staff of Retaliation
  Staff, very rare (requires attunement by a non-spellcaster)
  A black iron staff tipped with a closed, gauntleted fist. This
  staff can be wielded as a magic quarterstaff that grants a +1
  bonus to attack and damage rolls made with it.
  Retaliation: This staff has 5 charges. When you are the
  target of a singular target spell cast by a hostile creature, as a
  reaction, you may use charges equal to the spell's level to cast
  the same spell back at your enemy. The DC is (8 + your
  proficiency bonus + your Strength or Dexterity modifier.) You
  are still affected by the original spell cast. The staff regains
  1d6-1 charges at dawn. If the staff has 0 charges, roll a d20.
  On a 1, the staff splinters and shatters.
  Created by a long-lost order of mage hunters, these
  staves were used to disguise the order's assassins
  as mages, as well as turn their magic against them.
  by u/EviiPaladin
  Staff of Senditt the Fool
  Staff, rare (requires attunement by a spellcaster)
  This black wooden staff is unremarkable, except for the way
  it is lightly tapered to resemble a club, rather than a caster's
  implement. The staff regains 1d4 expended charges daily at
  dawn (maximum of 4). If all charges are expended, roll a 1d20.
  On a 1, the staff is launched 900 miles in a random direction.
  *Senditt's Genius: While holding the staff, you may expend
  one charge to cast the catapult spell on an object within range.
  Senditt's Folly: If you are hit by a medium or smaller
  creature with a melee attack, you may choose use your
  reaction to expend two charges to cast catapult on that
  creature. The target must make a strength saving throw equal
  to your spell save DC, or be launched as a projectile as per the
  effects of the spell. If the target strikes a solid object such as a
  wall within the spells range, they take an additional 3d8
  bludgeoning damage. If the target succeeds the saving throw
  by 7 or more, you are launched away from the creature, and
  subjected to the same effects.
  This staff was constructed by a tinker gnome
  named Senditt, for the purposes of offering
  gnomish housewives access to basic telekinesis to
  assist with chores. Unfortunately, Senditt was quite
  mad and very over-enthusiastic. After several
  disastrous public demonstrations, he attracted
  interest from the New Legion's research division.
  by u/magictoast9
  Rods, Staves and Wands
  37
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Staff of Snake
  Staff, common
  While holding this staff, you may use an action and say the
  command word to transform the staff into a Giant Poisonous
  Snake. The snake behaves as it normally would, and is not
  friendly towards you. Whenever the snake is reduced to 0 hit
  points or caught inside any effect that dispels magic, it
  transforms back into the staff. The staff may not be changed
  back into a snake until the next dawn.
  A promising enchanting student suffered a terrible
  accident while attempting to create staves of
  animal summoning. He was found dead in his dorm
  with a giant weasel, a giant snake, and a giant rat
  fighting over his corpse; these items were
  discovered when school security arrived to deal
  with the hostile creatures.
  by u/Zedman5000
  Staff of Staffing
  Staff, Uncommon
  Help Wanted: Once per day, you may speak this phrase to
  summon a random hireling complete with resume, salary
  demands, and a desired length of employment. The hireling's
  age, sex, race, personality and fitness for the job is left up to
  the DM's discretion.
  You're Hired: A contract, with the negotiated salary and job
  description, will appear, ready for the both of you to sign.
  Signing the contract will bind the hireling to your service. The
  hireling is never required to perform duties that are not listed
  in the contract.
  Sorry, but we're going in a different direction: If you do
  not wish to hire the hireling, they may be dismissed with this
  command.
  A wizard, tired of having to leave his tower to find
  people to hire for various tasks, created this staff
  out of an old walking stick. Using a complex
  combination of divination and conjuration magic,
  the staff searches the land for people looking for
  jobs and transports them to the summoner's
  location.
  by u/Schultzinator
  Umberlee's Chance
  Staff, legendary (requires attunement by a Druid, Sorcerer,
  Warlock, or Wizard)
  This staff is made of coral, and mounted with a spiked
  ebony conch that has a menacing appearance. It is occupied
  by a flamboyantly colored snail that occasionally pokes its
  head out. Placing this conch to your ear doesn't seem like a
  good idea.
  This is a +1 staff. Additionally, any Evocation spell that uses
  a spell slot acts as if it were cast at one spell slot higher.
  Conus Magus: Once per long rest, a bonus action, you may
  tear the snail from its shell and eat it. The next evocation spell
  cast within one minute is charged with unstable energy. Use
  your normal spell attack/spell save DC, then roll a D20 to
  determine the snails effect:
  Roll Effect
  1 -
  5
  The spell backfires. Roll damage, you receive half of
  the damage.
  6 -
  10
  Reroll any 1s on your damage dice.
  11 -
  15
  Reroll any 1s or 2s on the damage dice for the
  affected spell.
  16 -
  19
  All damage dice for the affected spell are maximized.
  20
  All damage dice for the affected spell are maximized
  and it does not consume a spell slot.
  If the spell misses, the unstable energy dissipates with no
  effect. The snail regenerates after a long rest, but has a bad
  attitude about the whole situation.
  Umberlee creates these staves as a reward for
  exceptional service. The power to augment magic
  comes from the snail within. They used to be
  common, but they were hunted to near extinction
  to empower Sahuagin shamans.
  by u/horazon86
  Rods, Staves and Wands
  38
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Wanderlust
  Staff, legendary (requires attunement by a non-lawful
  character)
  This staff looks like a worn walking stick, with a grip that
  feels perfect for your hand. Once attuned, the staff’s length
  adjusts based on the height of the wielder, so that it serves as
  a perfect walking stick. Along the length of the staff is an
  inscription:
  One Foot in Front of the Other: While attuned to the staff,
  you may cast expeditious retreat at will as an action, and can
  travel on foot for twice as long as normal before gaining levels
  of exhaustion. You may use an action to expend 1 or more
  charges to cast one of the following spells on willing targets
  only.
  Spell
  Charges
  Water walk
  2
  Dimension door
  3
  Freedom of movement
  4
  Far step
  4
  Tree stride
  5
  Find the path
  6
  Wind walk
  8
  Plane shift
  12
  Teleport
  16
  Wanderlust. If you spend more than two weeks in the same
  general area (such as a city), Wanderlust will become
  unattuned and teleport to a random location. Wanderlust
  recovers all charges every dawn, provided you spend the night
  in a location you have never slept before.
  This staff was once the walking stick of a famous
  ranger. Many travelers claim to have once wielded
  the staff, or have seen it shortly before it
  disappeared before their eyes.
  by u/Zenrayeed
  Wand of Herring
  Wand, very rare (requires attunement)
  This wand appears as a "simple" +1 wand of spellcasting,
  even if identify is cast upon it. This wand will appear as such,
  until it becomes attuned to someone, or unless a wish spell is
  used to identify it. In most places, these spells are highly
  illegal contraband.
  Red Herring: Once per day, you may use this wand to cast a
  very heavy illusion upon a corpse. No matter how the corpse
  actually died, it will appear to have died of one of the following
  causes (your choice) drowning, heart attack, or choking on a
  ham sandwich. This illusion lasts for 5 days, or until it is
  dispelled by dispel magic cast at a minimum spell level of 6.
  "In Neverwinter City, the dedicated detectives who
  investigate these vicious crimes are members of an
  elite paladin corps known as the Sorcery Victims
  Unit... These are their stories."
  by u/PantherophisNiger
  Wand of the Librarian
  Wand, uncommon (requires attunement by someone who can
  read)
  This birch wand is carved with fine details of books neatly
  organized on shelves. It smells faintly of books.
  This item has 5 charges and regains 1d4 +1 charges daily at
  dawn. While holding this wand you can use your action and
  say a command word to activate one of its properties.
  Organize: As an action you say the command words
  "Organize by" and utter a phrase up to 10 words in length,
  causing the wand to magically sort up to 50 non-living, non-
  sentient objects each no larger than 5ft x 5ft and weighing no
  more than 10lbs, into a neat row on a desired surface.
  Search Term: As an action, you say the command words
  "Search term" and utter a phrase up to 5 words in length,
  causing the wand to search for a specified term in a single
  book. Each appearance of the term will be marked by a small
  slip of paper that materializes between the correct pages.
  Shhh: As an action you can say the command word "shh"
  and expend a charge to cast silence.
  This wand was created as a gift for a librarian.
  by u/galacticspacekitten
  Rods, Staves and Wands
  39
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Wand of Pies
  Wand, very rare
  The wand has seven charges. While holding it and pointing
  the tip at a target, you can use an action to expend one charge.
  The wand regains 1d4 charges at dawn. If the final charge is
  expended, roll a d10. On a 1-9, the wand becomes inert.
  The charge fires off a 6" diameter pie at a within 60 feet.
  Roll proficiency + dexterity bonus against the target's AC. The
  pie does absolutely no damage, but on a natural 20 the target
  is blinded until they spend an action clearing the pie out of
  their face. The pie lasts for five minutes, until dispelled, or
  until eaten. The type of pie is determined by rolling on the
  following table.
  Pie
  Roll
  Coconut cream
  1
  Blueberry
  2
  Lemon meringue
  3
  Chocolate silk
  4
  Banana cream
  5
  Cherry
  6
  The first wand of pies was created by a god of
  mischief and pranks. As is usual with such gods, the
  word quickly spread. It typically makes appearances
  in or around the first day of the fourth month of a
  particular year, as that is a sacred day for at least
  seven trickster gods.
  by u/greyff
  Wand of Weasel
  Wand, common
  While holding this wand, you may use an action and say the
  command word to transform the wand into a Giant Weasel.
  The weasel behaves as it normally would, and is not friendly
  towards you. Whenever the weasel is reduced to 0 hit points
  or caught inside any effect that dispels magic, it transforms
  back into the wand. It may not be changed back into a weasel
  until the next dawn.
  A promising enchanting student suffered a terrible
  accident while attempting to create staves of
  animal summoning. He was found dead in his dorm
  with a giant weasel, a giant snake, and a giant rat
  fighting over his corpse; these items were
  discovered when school security arrived to deal
  with the hostile creatures.
  by u/Zedman5000
  Wand of Wimpering
  Wand, common
  This wand contains 3 charges of the spell command of
  which only the command word "Grovel" can be used. The
  target is required to make a wisdom saving throw, DC 12.
  Each use expends 1 charge. The wand replenishes 1+ 1d4
  charges at dawn.
  "Never underestimate a good grovel. Goblins love
  it, Kobolds love it. Now you love it. Is good deal, I
  swear!" -Kokoshkolov, Half-orc salesman.
  by u/Notorious_bear_
  Whiteflesh Rod
  Rod, rare (requires attunement by a Cleric, Druid, or Paladin)
  This 3' rod is crafted from a single large fishbone. Its
  surface is poked, pitted, scaled, and scarred, yet seems to
  conform the the grip of any who hold it. One end the rod is
  carved in the form of a toothy fish's head, the other bears an
  assortment of small glass orbs that glimmer like ghostly lures
  or black pearls in dim light.
  This Rod has 5 charges. It regains 1d4+1 charges each day
  at sunset. While holding the rod, you may cast cure wounds
  for 1 charge, and lesser restoration for 2 charges without
  consuming spell slots or components. The wounds cured by
  this rod heal back with pale, almost sickly white flesh that
  always seems slightly moist to the touch.
  Curse: After a character has been healed by this rod, if the
  total amount of healing they have received from this item
  exceeds 40 HP, they must make a DC 13 Charisma saving
  throw. On a failure, they begin a month long transformation
  into a Kuo-Toa. This effect cannot be ended without the aid of
  greater restoration or similar magic.
  This item was crafted by the fish peoples of the
  deeps as a tool to first draw supplicants with
  healing magics, and then to bolster their forces with
  the resulting transmuted wretches. Who knows
  what dark god would condone the creation of such
  an insidious relic.
  u/Dragontermite
  Rods, Staves and Wands
  40
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  The Winter Staff
  Staff, legendary (requires special attunement)
  An eerie chill emanates from the iron crescent moon at the
  top of this gnarled black oak staff, mounted to the wood by
  tentacle-esque roots that grasp the moon tightly, as if they had
  grown around it. The wood is dry and cold, yet glistens as if
  wet, and feels heavy, as if waterlogged.
  Once attuned, this staff acts as a +3 spellcasting focus for a
  druids, warlock or wizard. You cannot suffer the effects of
  extreme cold, and you become resistant to cold damage.
  Additionally, the staff has 8 charges, regaining 1d4 at
  midnight, which can be expended for the effects listed below.
  Grasp of Winter: You may expend 1 or more charges to
  upgrade the damage dice of spells that deal cold damage that
  have been cast using the staff. One charge per level of the
  spell that has been cast e.g. cone of cold cast at base level of 5
  would consume 5 charges and deal 8d10 cold damage rather
  than 8d8.
  *Winter's Bounty: You may expend 1 or more charges to
  regain a spell slot of a level equal to the number of charges
  expended.
  Rage of the Winter: You may expend 1 or more charges to
  make a ranged (60 ft) or melee spell attack roll as part of the
  attack Action, dealing 3d6 cold damage at 1 charge,
  increasing by 1d6 for every additional expended charge above
  1. If the target has any spell slots, they must make a Wisdom
  saving throw against your spell save DC. On a success, there
  is no additional effect. On failure, the target loses a spell slot
  equal to the level expended by the wielder. If they don't have a
  spell slot as high as the number of charges expended by the
  wielder, the target loses 1 spell slot of their highest level.
  Special Attunement Rules:
  The staff's magic can only be unlocked by a deity, warlock
  patron, or other unearthly power, who must be associated
  with elemental cold in some way. For example, The Queen of
  Air and Darkness could grant a Fey Pact warlock the powers
  of the staff, or The Kraken may reach up from the crushing
  frozen depths of Davey Jones Locker to unlock its powers for a
  sea witch It favors. However, the staff's powers may only be
  granted in exchange for payment of the price: Blood, Magic, or
  Soul.
  The Blood Price
  WOULD YOU GIVE HALF OF YOUR LIGHT
  The Blood Price is a visceral, physical payment. If you
  choose this form of payment, the entity who is granting the
  powers of the staff will immediately and painfully tear out one
  of your eyes. This deals 1d12 piercing damage that overcomes
  resistance and immunity. The eye cannot be regenerated by
  any means other than wish. You will disadvantage on
  perception skill checks that rely upon sight. Additionally, you
  have disadvantage on persuasion skill checks if your face can
  be seen (This disadvantage is negated if you're speaking to a
  creature whose culture honors scars, such as orcs).
  The Magic Price
  OR ALL OF YOUR DARKNESS
  The Magic Price is a piece of the mage's own power, ripping
  away your access to certain natural and arcane powers. If your
  choose this form of payment, the entity who is granting the
  powers of the staff grabs the your shadow by the neck, tearing
  it away from you. You can no longer gain the benefits of any
  feature, spell, or effect that allows you to see in the dark. You
  will lose access to darkvision of any kind (such as the devil's
  sight invocation and racial darkvision abilities). You will also
  lose the ability to cast spells that create darkness or summon
  shadows (such as darkness and shadow blade). This can only
  be undone by wish.
  The Soul Price
  WOULD YOU GIVE YOUR LIFE, AFTER DEATH
  The Soul Price is the binding of a pact. This deal cannot be
  brokered by one who already has levels of warlock, as their
  soul has a already been bought and paid for. If you choose this
  form of payment, the entity who is granting the powers of the
  staff marks your soul. When you die, your spirit will be sent to
  your new master, to do with as they please. The player and
  DM may decide that this grants a level of Warlock, or simply
  allow this to be a flavorful role-playing choice. Additionally,
  you will always ping as the alignment of your new master,
  whenever you are under the effects of spells or abilities that
  detect alignment. This pact can only be undone by wish,
  which will earn the eternal ire of your patron.
  by u/BillyBobWinkydinks
  Rods, Staves and Wands
  41
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Weapons
  A
  xes, Bows, Crossbows, Daggers, Mauls,
  Quarterstaffs, Swords, Spears, Whips and
  miscellaneous offensive items.
  Abyss Feeder
  Warhammer, rare (Requires attunement by a worshipper of a
  demon)
  This long-handled hammer is crafted from black iron. When
  you look away, you're sure yellow eyes open up across it. This
  +1 warhammer has 3 charges, and regains a charge when it
  kills a creature. When you hit a creature with it, you can
  expend 1 charge to cause the weapon to open a toothy maw
  and bite the target. You or another creature (not the bitten
  target) can use an action to pull it free with a successful DC
  14 Strength check. Otherwise, it stays attached until the
  creature dies. It deals 1d4 necrotic damage at the start of
  each of the target creature's turns.
  by u/throwing-away-party
  Adamantine Petalblade
  Longsword, very rare
  You gain a +1 to attack and damage rolls with this magic
  weapon. You score a critical hit on a 19 or a 20 while wielding
  this weapon. The sword has 4 charges, and recovers 1d3+1
  charges at dawn. You can cast hail of thorns at a level equal to
  the charges you spend. When you cast this spell with this
  weapon treat it as if it had the finesse feature, and a range of
  30/60. you don't add the weapon damage to this spell, only the
  spell damage.
  The Adamantine Petalblade is a blade forged from
  the petals of the rare adamantine rose growing in
  the long lost ore forest of the Feywild.
  by u/Stercore_
  Adekuro
  Longsword, very rare, (requires attunement)
  This longsword has a curved blade made of pitch black,
  brittle obsidian. The handle of this blade is made of thick,
  white bandage-like material that protects your hands from the
  extremely sharp sword. The non-traditional crossguard is a
  large, weighted sphere that redirects blows away from your
  hands. Inside the pommel of the blade is a small gem that
  "floats" inside of an empty space, rather than being held in by
  a more mundane gem setting. The jet gem seems to absorb
  the light around it into a small point.
  Charges Adekuro has 2d4+2 charges when it is found to a
  maximum of 10. You regain a number of charges equal to your
  intelligence modifier after a long rest.
  Obsidian The damage die of this longsword is 1d10. When
  wielded with two hands, the damage die is raised to 1d12.
  Brittle 1 Anytime you roll a natural 1 on an attack roll the
  damage die of the longsword is permanently reduced by one
  die size, and all creatures within a 5ft radius, including you,
  must make a dexterity saving throw (DC 8 + Intelligence
  modifier + your proficiency bonus). On a failure they take 1d8
  piercing damage, on a success they take no damage, as shards
  of obsidian are sent soaring.
  When attuned to this weapon, you also gain the following
  abilities:
  Botae Mark Once per short rest you can mark a creature
  within 10 ft. If this creature attacks a creature other than you,
  you may use a reaction to move 10ft towards that creature
  and make a melee attack.
  Crushing Surge When you hit with this weapon you may
  expend 2 charges to gain temporary hit points equal to your
  constitution modifier.
  Mercurial Strike When you hit a creature with a melee
  weapon attack from Adekuro, you may, as a bonus action,
  expend 4 charges to deal an additional 1d6 lightning damage.
  The target must make a wisdom saving throw, on a fail, the
  target becomes stunned until the end of their next turn (DC 8
  + Intelligence modifier + your proficiency bonus).
  Corrosive Ruin As an action you may consume 8 charges
  to spray acid in a 15ft cone from you in any direction. Any
  creatures caught in the area must make a constitution saving
  throw. On a fail, the creatures take 1d10 + your intelligence
  modifier acid damage, or half on a successful save. In addition
  to the acid attack, you may use your bonus action to cast one
  level 3 or lower spell from among spells you know.
  This ancient weapon is said to have been crafted by
  island dwelling warrior-mages. Although, by what
  means these mages managed to combine delicate
  working of obsidian and their magic is of some
  mystery.
  by u/Havok-Trance
  Weapons
  42
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Agripina's Bow
  Bow, uncommon (requires attunement)
  This silver and green shortbow is lightweight and elegant;
  you feel an energetic sense of purpose when you wield it.
  When you take the Attack action with this bow, you can use a
  bonus action to make one extra attack with it. (A ranged
  equivalent of dual-wielding)
  Agripina was a local hunter, thrown into mourning
  by the death of her daughter at the claws of a
  werewolf. Determined to avenge her daughter's
  death, she set out into the forests to hunt down the
  beasts. Swiftly, coldly and efficiently, she destroyed
  them. However, Agripina's great secret is that, in
  the attack that killed her daughter, she was bitten
  and became a werewolf herself. She locks herself
  away every full moon; her misery will only end once
  her revenge is complete.
  by u/brittommy
  Arnsong
  Longsword, rare (requires attunement)
  This longsword hums and whistles as you swing it through
  the air. If you spend a bardic inspiration die to increase an
  attack or damage roll made by this sword, you double the die's
  result. This longsword has the finesse property.
  Arnsong was made by a famous bard, intending to
  create a weapon that would dance as he played.
  Although he failed in that regard, he did create a
  weapon that worked quite well for his purposes.
  by u/brittommy
  Assassin’s Bow
  Weapon (shortbow), rare (requires attunement)
  This shortbow is made of a dark, nearly black wood.
  Curiously, plucking the bowstring makes no noise. You gain a
  +1 bonus to attack and damage rolls made with this weapon.
  Attacks made with this weapon make no noise, and rolls made
  to locate the origin of an arrow fired from this bow are made
  at disadvantage.
  As an action, you may fire an arrow imbued with death at a
  target that is not alert and cannot detect you. On a successful
  hit, the target takes an additional 4d6 necrotic damage, and
  must make a DC 13 constitution saving throw. On a failed
  save, the target is silenced and their movement speed is
  halved for 1d6 rounds. The target may make another saving
  throw at the end of each of their turns. This feature may not
  be used again until the next dusk.
  A sinister bow blessed by a god of death. Those
  struck by it are rarely heard from again.
  by u/Zenrayeed
  Axe of the Minoan Bull
  Greataxe, legendary (Requires attunment by a barbarian)
  This is a +3 greataxe. Until attuned, the axe will appear old
  and rusty, but upon attunment, it will clean up and become a
  beautiful, double-edged greataxe. This weapon has 4 charges,
  and gains an additional charge for every 2 barbarian levels
  after 14 (for a total of 3 additional charges at level 20). While
  raging, you may expend one charge as a bonus action. When
  you expend a charge you let out a mighty roar, dealing 1d10 +
  your strength modifier psychic damage to 1 creature of your
  choice within 30 feet of you. That creature must also succeed
  a DC16 wisdom saving throw, or be frightened of you for 1
  minute. Once attuned to this weapon, the attuned will slowly
  take on aspects of The Minotaur of Crete. This will be difficult
  to notice at first.
  Labyrinth Wanderer: Once per 3 long rests, you may call
  upon the memories of the previous owners of this axe, and
  may cast major image to create a miniature version of The
  Labyrinth of Crete.
  Curse of the Minotaur: This is a cursed weapon. The
  attuned will grow hair at a slightly faster rate, feet will begin
  to become shorter and wider turning into hooves, and after
  1d10 weeks the attuned will sprout horns. DM's discretion for
  noticing these changes, and how they will affect your player's
  racial stats. Work with your player on this.
  The Axe of the Minoan Bull was wielded by the
  famed and feared Minotaur of Crete. When the
  Minotaur was slain in the labyrinth that was his
  home and his prison for many years, some of his
  memories were left imprinted in the axe. Whenever
  someone has tried to wield this axe and is of a race
  that is not a Minotaur, they have begun to change
  into a Minotaur themselves.
  by u/Phant0m_lu1gi
  Weapons
  43
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Basilisk's Bite, Spear of the Beloved
  Spear, rare (requires attunement by a Monk or Fighter)
  +1 Spear. On a melee hit, the target makes a DC13
  constitution save. On a failed save, the target is afflicted by the
  flesh to stone spell. Subsequent hits to the same target will
  increase the DC by +1 per hit. You can sense this spell take
  hold, as a fisherman would sense tension on their line. You
  may maintain the spell effect on a number of targets equal to
  your wisdom modifier (minimum 1), but must maintain
  concentration until the target has been petrified, or else the
  effect is lost. You may choose to end concentration on one or
  more targets at any time. You may not cast any concentration
  spells while concentrating on the effects of this weapon.
  Thon was the hero of his people, and the beloved of
  a Demigod dragon queen. He was the thunder and
  the lightning. No man or army could stand before
  him. With this spear, Thon turned The Boy Emperor
  to stone, and shattered him to pieces. Too late,
  Thon came to realize his mistress had pressed him
  into the service of evil. Disgusted with himself and
  the world he created, Thon struck down his beloved
  with this very spear.
  by u/gnarlymuppet
  Bastard's Sword
  Longsword, uncommon (requires attunement by a non-Lawful
  aligned character)
  Visually, this sword is similar to your typical longsword. The
  blade, however, is matte grey in color, not appearing
  particularly sharp. When wielded with both hands, the blade
  feels heftier than might be anticipated by a one handed grip.
  This longsword has a Versatile (2d6) property. Once per long
  rest, a character attuned to this sword may cast "Protection
  from Evil and Good".
  These swords were once mass-produced for use by
  the mortal armies against the horrors of the magic
  and supernatural worlds. As the wilds were tamed
  and cities rose up, swords turned to plowshares.
  They were smelted into ingots and rusted in the
  rain. Some, however, were kept. On the mantle,
  under the bed, hidden away between cupboards and
  crawlspaces.
  u/dragonblaz9
  Beginner's Luck
  Longsword, uncommon
  This longsword looks like a normal sword, but will feel
  uncomfortable in the hand of any creature wielding it. It may
  feel too heavy or too light, or unbalanced. Whatever the
  problem is, it does not feel like an effective fighting weapon.
  No one is proficient with this weapon. This weapon somehow
  critically hits on a natural 1 as well as a natural 20. If a natural
  1 is rolled, roll a 1d6 on the table below to determine what
  additional effect happens. This weapon is otherwise the same
  as an ordinary longsword.
  Roll Effect
  1
  Your strike lands perfectly, but when pulling the
  weapon from the wound, it slips in your hand and hits
  you too. Both you and the target take damage from
  this attack.
  2
  The force of the attack causes the weapon to fly out of
  your hand and land (1d4 x 5) feet away in a random
  direction.
  3
  The force of your swing causes you to overbalance and
  you slip and fall prone.
  4
  A solid hit, but to the wrong target. This attack hits a
  random creature (including allies) other than the
  intended target within 10ft of the weapon. If there are
  no other creatures within 10 ft, you kill a random tiny
  CR 0 beast of the DM's choice (such as a fly or rat)
  that happened to be wandering by, minding its own
  business.
  5
  The weapon becomes stuck in the target. To pull it
  free, you or another creature must use an action to
  make a DC 10 Athletics check to pull it free.
  6
  The force of your swing cause you to spin in a half
  circle. You are now facing away from your target and
  feeling a bit dizzy. The next attack by the target
  against you has advantage.
  u/Schultzinator
  Blackstone Blade
  Short Sword, very rare (requires attunement)
  The blade is actually a thin chunk of dark stone that has a
  faint sickly green edge to it. Any damage dealt by this weapon
  cannot be enhanced through magical means or class features.
  This weapon, despite being the rough size and shape of a
  short sword, does not possess the finesse or light quality.
  When you deal damage with this weapon, your must succeed
  on a DC 17 charisma save or become incapable of recovering
  hitpoints until combat has ceased. In addition, if the target is
  reduced to 0 hitpoints by this weapon, it cannot be brought
  back to life by any means short of wish.
  The Blackstone Blades were created by the entity
  known as The Brass Lich after disagreements
  between his peers led his paranoia to developing
  countermeasures for use against his fellow
  immortals.
  by u/Serpents-Smile
  Weapons
  44
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Blades of the Dervish
  Shortswords, rare (requires attunement)
  These ornate shortswords have sleek, sweeping blades with
  sapphires embedded into their hilts. While wielding them, you
  feel light on your feet, and feel an urge to dance to a fast beat.
  You gain a +1 bonus to attacks and damage while wielding
  both of these shortswords. While wielding both swords, your
  movement speed per round is increased by 10 feet. When you
  use a bonus action to make a second attack with these
  weapons, you may use any remaining movement this turn to
  move to a new target for the attack. Attacks of opportunity
  made against you when moving in this way are made at
  disadvantage. When you spend a bonus action to make an
  attack against a second target in the same turn, that attack
  deals an additional 1d6 slashing damage, and is a critical hit
  on a 19-20.
  These swords are used by honored guardians of a
  city hidden in the sands of the Korian desert. Their
  wielders dance between their opponents, the image
  of grace and the specters of death.
  by u/Zenrayeed
  Bloodlust
  Longsword, legendary
  This is a +2 longsword with the finesse property.
  Lust for Power: This wicked blade has a thirst for blood,
  and grows stronger the more it consumes. For each enemy
  killed with this weapon, Bloodlust will deal an additional +2
  damage. This effect lasts indefinitely. In addition, after an
  enemy is killed using this weapon, you regain HP equal to the
  current amount of bonus damage stacked on Bloodlust. If an
  enemy is killed by a critical hit with this weapon, Bloodlust
  gains a bonus of +10 damage instead of +2.
  Curse - Eternal Bloodthirst: This sword's thirst for blood
  must be quenched. At the end of your turn, if you have not
  dealt damage to a creature with Bloodlust, you will take
  damage equal to 1/2 of the current damage bonus on
  Bloodlust, rounded down. After each combat encounter, if you
  did not kill a creature with this weapon, Bloodlust will lose
  1/2 of its bonus damage, rounded up, and you will take
  damage equal to this number.
  This legendary katana was forged by an elvish monk
  named Xaros the Bloodmage. A prolific murderer
  and master of blood-based magic, Xaros found
  great power in the blood of his enemies and gained
  a thirst for it that would put a vampire to shame.
  This sword was the instrument of his carnage and
  bears with it the same cursed lust for blood as its
  former master.
  by u/hydragon100
  Blood Tax
  Battleaxe, rare (requires attunement)
  This silvery axe glitters in the sun, showing its beautiful
  etchings and engravings of powerful warriors slaughtering
  women, children, and the elderly. When held, the weapon
  almost tugs at the hand and mind, seeking blood, and will not
  be sated by anything short of killing.
  This is a +3 Battleaxe (1d8+3 slashing, versatile 1d10+3)
  lands a critical hit on a 19 or 20 attack roll. Whenever this
  weapon lands a critical hit, or deals the finishing blow to an
  enemy, you gain 2d4 temporary hitpoints, which will stack,
  and last until your next short rest.
  Curse: Whenever you gain temporary hitpoints from the
  effects of this weapon, or use this weapon to kill a "sapient
  creature", the DM secretly rolls a d4. On a 1-3, a character
  from your backstory is grievously wounded or maimed. On a 4,
  that character from the is instantly slain, as though cleaved by
  the strike of a mighty axe. (The wielder is not aware of this
  curse unless they make a DC 20 arcana check while attuned.)
  The axe once belonged to a noble knight who, over
  the course of many campaigns and crusades, fell to
  the vices of a traveling warrior; burning, pillaging,
  and murdering innocents in the name of his cause.
  Upon returning from his crusade, the knight
  remained consumed by his lust for blood. A petty
  altercation between the knight and his young son
  turned violent. The town blacksmith found the
  bodies, all bearing wounds from this weapon. The
  smith took the axe, and engraved it with a sign of
  blood.
  by u/Duke_Paul
  The Boonsaw
  Greataxe, rare (requires attunement)
  A +1 greataxe with a circular blade on the end. The handle
  of the axe has a small ring attached to a chain, which can be
  pulled to activate its magical effect.
  Once per day, as a bonus action, you may pull on the ring to
  make the circular axe blade start spinning. It will spin for 1
  minute. While the blade is spinning, any melee attacks made
  with the axe cast dispel magic as a 3rd level spell on the target
  after you roll, but before it is determined if you hit. If a spell of
  4th level or higher is on the target, use a spellcasting modifier
  of +3 to roll. If anything is successfully dispelled, the axehead
  begins to glow and the axe deals an extra 2d6 force damage
  for 1 minute (does not stack).
  All manner of mage fear the whirring of The
  Boonsaw.
  by u/nealcm
  Weapons
  45
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Bro Swords
  Bro-adsword, artifact (requires attunement)
  These shortswords are the best of friends, they love fighting
  together and miss each other when separated. If they are
  separated, they are able to sense where the other is.
  Bro
  +1 talking shortsword. Can roll for Charisma ability checks
  (+2 Intimidation, +1 Deception, +1 Performance, -1
  Persuasion)
   
  Bruh
  +1 talking shortsword. Can roll for Charisma ability checks
  (+2 Persuasion, +2 Performance, +0 Deception, -1
  Intimidation)
   
  Together
  Each sword is still a +1 shortsword. Once per long rest,
  each sword can give the other one point of inspiration. If one
  of the swords hits on a melee attack, then the other sword will
  get an extra 1d6 slashing damage added to their next damage
  roll.
   
  Bro Phrases (Alone)
  “Bruh doesn't stop talking when we are together, I kind of
  miss that”
  “Watch this Br… oh yeah, never mind”
  “Where did Bruh wander off this time?”
  Bro Phrases (Together)
  “Watch this Bruh”
  “Betcha 1 gp I hit this fool, Bruh”
  “Not bad Bruh, not bad”
  Bruh Phrases (Alone)
  “Bro is definitely the stronger one of us”
  “You are ok, but I miss Bro”
  “This is the longest I have gone without being with Bro, are
  we going to see him soon?”
  Bruh Phrases (Together)
  “Nice hit Bro, my turn now!”
  “That was a close one Bro, I will do my best to get revenge
  for you”
  “Our biggest strength is our friendship”
   
  These swords were made for a lonely fighter, who
  wanted to have more friends to talk to. Something
  went a little wrong and the swords became best
  friends with each other instead of their owner. The
  swords were still friends with the fighter, but the
  friendship was not the same.
  by u/TheBKstacker7
  Burning Sorrow
  Maul, legendary (requires attunement)
  Initially 2d6 Bludgeoning, counts as magical for the
  purpose of overcoming resistance.
  The handle of this maul is made of single piece of solid
  wood, it looks to be heavily burnt and black in color with a dim
  red glow omitting from the inside. The head of maul is made
  of burnt and corrupted looking branches and twigs which
  seem to grow out of the handle at the eye. The maul is soft to
  the touch and omits the smell of burning wood.
  There are 3 stages of power to be attained, as the character
  progresses: Dormant, Awakened, and Ascendant. This
  weapon is meant to develop in power with the character over
  the course of a campaign. I have included my recommended
  levels. 1-5 Dormant, 6-10 Awakened, and 11-20 Ascendant.
  Dormant: +1 to melee attack rolls and damage rolls made
  with this weapon and additional 1d4 fire damage on a
  successful strike. The maul enables its wielder to cast
  druidcraft 3 times per day. Additionally, when you are exposed
  to an act of harming nature, you must pass a medium
  difficulty wisdom save, or enter a rage (as the barbarian class
  for 10 rounds with the sole purpose of stopping the act).
  Awakened: +1 to hit with to melee attack rolls and damage
  rolls becomes +2. All other abilities from the dormant state
  remain. In addition, the maul gains 1d4 necrotic damage on a
  successful strike, and it regains 3 charges per day up to a
  maximum of to cast the following spells. Additional charges
  can be expended to cast at a higher level; one charge per
  increased level.
  Spell
  Base Cost
  Entangle
  1
  Earth tremor
  1
  Barkskin
  2
  Ascendant: +2 to hit with to melee attack rolls and damage
  rolls becomes +3. The additional fire and necrotic damage
  both increase from a d4 to a d6 Charges gained per day
  increases to 6. Additionally, the weapon grants its wielder
  advantage on Nature and Animal Handling skill checks. Spell
  list now also includes the spells below.
  Spell
  Base Cost
  Entangle
  1
  Earth tremor
  1
  Barkskin
  2
  Wall of fire
  4
  Wall of thorns
  6
  This maul was crafted by a dryad long ago when her
  Treant lover was burned by an angry mob. The dryad
  died in the attempt to save her lover, but her
  sorrow and rage were so great that they survived
  and live on together within this maul.
  by u/TheFlyingMacMuffin
  Weapons
  46
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Chaotic Longbow
  Longbow, rare (requires attunement)
  This bow is made of a dark wood; it doesn't have a
  bowstring. When you pull at where the string should be, the
  bow will magically create a bowstring and an arrow made of
  pure chaotic energy. On a hit, the chaotic longbow deals 1d8
  of magic piercing damage. Additionally, the chaos arrow
  causes a secondary damage determined by the level of chaos
  held within the bow.
  •1st chaos level, the damage die is 1d4
  •2nd chaos level, the damage die is 1d6
  •3rd chaos level, the damage die is 1d8
  •4th chaos level, the damage die is 1d10
  The type of damage is determined by a roll and can be
  found in the following table.
  Roll
  Damage
  1
  Fire
  2
  Cold
  3
  Thunder
  4
  Lightning
  5
  Poison
  6
  Acid
  7
  Necrotic
  8
  Radiant
  9
  Psychic
  0
  Force
  The bow begins at the 1st chaos level. Upon a critical hit,
  roll each additional damage die seperately (usually, the bow
  will deal 2 different kinds of damage). After the damage is
  dealt, roll an additional d20. If the result is a 20, the bow
  permanently increases the chaos level by 1. After a critical fail
  the user should roll on the damage table, and take the the
  chaos damage themselves. After the damage is dealt, roll an
  additional d20. If the result is a 1, the bow decreases the
  chaos level by 1. The bow cannot fall below chaos level 1. The
  bow does not lose chaos levels if ownership is transfered.
  "You have a fragment of chaos in your hands",
  warned the old man, "with the power to destroy
  your enemies and yourself."
  by u/MrDoug23
  Cleansing Culinary Cutter
  Dagger, common
  This dagger looks like a slightly large, but typical, cooking
  knife. It always remains immaculately clean and sharp. When
  this dagger is used to cut food, it cleans it of all diseases and
  poisons. If you hit someone with a melee attack with this
  dagger, the wound cannot get infected. This dagger will
  neutralize any poison applied to it.
  The original Cleansing Culinary Cutter was created
  for a royal chef who wanted a magical knife that
  wouldn't need cleaning or sharpening. However, the
  enchanter's plan didn't go over so well with His
  Majesty. The king was unharmed and unamused.
  The enchanter never worked for the Royal Court
  again, but instead made his fortune selling such
  blades to wealthy chefs, hunters, and others who
  needed a good butcher's knife.
  by u/Zedman5000
  Corwyn the Cowardly's Whip of Escaping
  Whip, rare (requires attunement)
  This whip looks no different than an average whip, save
  that, when cracked, it almost seems to disappear for a split
  second - or was that just a trick of the light? This whip has
  three charges. As a bonus action, you may crack the whip in
  the direction you wish to travel, and expend a charge to cast
  misty step. If you succeed on an attack after using the whip
  this way, it deals an additional 2d4 damage. At dawn, the whip
  regains 1d4-1 charges.
  Corwyn came up with a perfect way to escape the
  fighting pits of Nhyr. He stole one of the guard's
  whips, and slowly imbued it with his desperation
  and fear. He spent night after night in his cell, bent
  over the whip. Once he felt it was complete, he
  took it into the pits with him. Rather than fight, he
  cracked his whip triumphantly in the direction of
  the thick stone gates. Only to realize that his
  destination was 5 feet further than what he'd
  calculated. To this day, Corwyn remains entombed
  in that stone, save for one hand, out of which fell a
  rather normal looking leather whip.
  by u/anntilathehun
  Dancing Bullets
  Firearm, very rare (requires attunement)
  +1 Firearm. This item has 4 charges. All charges are
  recovered after a long rest.
  Two for One Special: If you make a critical hit you may
  make another attack to the same target, or a creature within
  20 feet of that target. You make the attack without proficiency
  and do not add any bonuses to its damage (other than the +1
  granted by this weapon). The bullet passes through the
  target's body making curves in the direction of a body to hit
  Ricochet Round: If you roll a 1 or 2 on the damage you
  may use a charge to reroll the damage; you must use the new
  roll. The bullet inside the enemy suddenly starts to move
  targeting it's weak spots
  Homing Bullets: Immediately after you miss a shot, you
  can use a charge to reroll the attack as a bonus action, and if it
  hits, you add one extra damage die. You can't use this ability
  on a misfire. You see bullets flying in the air, making curves as
  if they were chasing the target
  by u/mancless
  Weapons
  47
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Dragohnson's Harmonic Daggers
  Daggers, legendary (requires attunement)
  This matched pair of +1 daggers are forever ice cold, in any
  environment. They have handles of obsidian-like wood that
  lock perfectly into your grip. The blades are battle worn, but
  keen-edged. In the right light seem to be coated with a thin
  layer of ice. They feel ever so slightly heavier than they should.
  Any sneak attack damage made with these is dealt as cold
  damage. The daggers are harmonically linked, and are
  constantly leeching amounts of kinetic energy transfered to
  them, making them feel slightly heavier than they look. If
  identify is cast upon these items, it is unable to reveal the
  hidden command word.
  Kinetic Explosion: If you speak the command word to one
  of these daggers, the other will unleash all of their combined
  stored energy at once in a violent explosion. The base size for
  this explosion is a 5ft radius sphere, and causes 1d6 magical
  force damage. The area will increase by 1ft radius, and the
  damage will increase by 4d6 for every week since the daggers
  were last activated. Unfortunately, the command word has
  been lost for centuries. The daggers have stored enough
  energy to cause a continentally significant explosion.
  These daggers were forged by a powerful Dwarven
  smith over several hundred years. They used a
  glacier as a hammer and the mountain through
  which it ran as the anvil. The command word has
  been sealed away for centuries.
  by u/That_Frog_Kurtis
  Earthwarden
  Warhammer, very rare (requires special attunement)
  This is a +1 warhammer. This warhammer can only by
  attuned after it is used by someone who fights in defense of
  others, and is capable of speaking Dwarven. As an action, the
  attuned wielder may use Earthwarden to cast wall of stone
  once per day, without components or spell slots. Once attuned,
  this warhammer grants +1 to AC.
  The Earthwarden once belong to an old Dwarven
  king who used it in the last defense of his realm.
  by u/Democable
  Elemental Chance
  Longsword, rare (requires attunement)
  This versatile longsword weapon radiates a rainbow
  shimmer across the blade, hilt and pommel. Upon closer
  inspection, a strange, shimmering stone can be seen within
  the clear metal of this blade. The colours are not bright
  enough to emit light. However, when the sword is swung, a
  random color within the gem will glow. A singular elemental
  effect will surround the blade until momentum is ceased. The
  weapon will then resume its shimmering, shifting colors.
  Upon a successful melee attack, the player rolls on the
  random element table. The result deals an extra 1d6 +
  (charisma modifier of the user) of the damage of the element
  selected.
  Element table
  Roll
  Damage Type
  Color
  1
  Poison
  Deep Green
  2
  Acid
  Yellow-Green
  3
  Cold
  Ice-White
  4
  Thunder
  White
  5
  Fire
  Blazing Red
  6
  Necrotic
  Obsidian
  7
  Radiant
  Golden Yellow
  8
  Psychic
  Argon Purple
  9
  Lightning
  Cobalt Blue
  10
  Force
  Stark Grey
  It seems that it the stone is what is the source of
  the weapons power and with expertise can be
  transferred onto any mundane weapon that
  contains a space for the gem.
  by u/DeviousMelons
  Elemental Whip
  Whip, very rare (requires attunement)
  The whip consists of a long metal chain that ends in a
  metallic, spiked sphere with holes in it. When attuning to the
  weapon, define a damage type from among the following: fire,
  cold, lightning or thunder. This whip has 4 charges. Used
  charges are replenished at dawn. A single charge may be
  restored when you take magical damage matching the attuned
  damage type. On a melee hit, one charge may be expended to
  deal an additional 1d8 of the attuned damage type. This whip
  is a magical bludgeoning weapon for the purposes of
  determining damage resistance. If you wish to change the
  damage type of this whip, you must de-attune and re-attune to
  the weapon.
  These whips must be crafted in the elemental
  extremes. In the center of a storm, the cold of the
  poles, the heat of a volcano. Only then can an
  arcane smith embed the elemental attachment into
  the metal.
  by u/schnick3rs
  Weapons
  48
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Emberwood Spear
  Spear, rare (requires attunement)
  A simple wooden spear with a molten metal spearhead.
  This is a +2 spear. When a creature is hit, it must succeed on
  a DC15 dexterity save, or catch on fire. While on fire, a
  creature will take 1d4 fire damage at the start of their turn.
  The creature can extinguish the flame as an action, or else
  repeat the dexterity save at the end of every turn. A druid in
  wildshape may continue to benefit from use of this weapon.
  This spear was crafted by the dying efforts of a
  famous cleric of the forge. He wished to grant his
  friend a powerful tool to aid him when he no longer
  could.
  by u/MrOcts
  Enthralling Whip
  Whip, uncommon
  A whip made of interconnected bleach-white bones, and
  ending in a sinister serrated spike. This whip deals a base
  damage of 1d6 + 1. This whip contains one charge when
  found, and may contain a maximum of 2 charges. A single
  charge is recovered at dawn. When this whip successfully hits
  an enemy, you may expend a charge to cast crown of madness
  on that target without consuming spell slots or components.
  DC for the spell is 13.
  This whip was made from the torturous tail of a
  bone devil and has been passed down in an endless,
  bloody cycle of violence. It seems you are next in
  line.
  by u/Phosphorus_Dom
  Explorer's Cutlass
  Scimitar, uncommon
  This weapon deals double damage to plants. This
  lightweight scimitar is adorned with a bright golden handle.
  The blade is patterned with winding snakes.
  by u/throwing-away-party
  Farsight Crossbow
  Heavy Crossbow, rare
  This +1 crossbow features a magical scope that allows the
  user to see precisely where their shot will land. This
  crossbow's bonus becomes +3 if the target is more than 100
  feet away from you. The scope on this weapon also functions
  as a spyglass. This weapon's range is 200/800.
  This crossbow was made for a famous
  sharpshooter, who wanted a weapon that could hit
  targets from a safe distance, and observe a
  battlefield from afar.
  by u/Zedman5000
  The Fashion Falchion
  Scimitar, rare (requires attunement)
  This sword attempts to match the nearest colors to it. When
  not being held, the sword has a shimmering golden hue. Upon
  being wielded, the sword changes color to match the shirt of
  the wielder. The change is more than an aesthetic one though,
  as the blade does an extra 1d6 of damage based on the
  color(s) it is. Additional colors add bonus damage. For
  example, red with white polka dots would be 2d6 radiant fire
  damage. DM's discretion on how many colors the Fashion
  Falchion may be at once.
  Color
  Damage Type
  Green
  Acid
  Yellow
  Lightning
  Orange
  Thunder
  Red
  Fire
  Purple
  Force
  Blue
  Cold
  Black
  Necrotic
  White
  Radiant
  This sword was created by someone who was
  rumored to have said "but it doesn't match my
  outfit!" more times than anyone else in history. This
  can be a variable level item depending on how many
  colors you allow the falchion to be at once.
  by u/That3DPrinter
  Fang of The Betrayed
  Spear, legendary (requires attunement)
  This is a +2 spear. It becomes a +5 spear when within 1
  mile or 1.6 kilometers of a dragon. It is an unbreakable spear,
  with a dragon's fang magically affixed to the tip. The spear tip
  glows red like a freshly forged blade when it senses the
  presence of a dragon nearby.
  This spear was forged from the remains of
  Mankind's only ally in the dawn war that was begun
  by chromatic dragons.
  by u/budakang
  Weapons
  49
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Flameseer
  Flail, very rare (requires attunement by a character that does
  not have darkvision)
  This steel flail has a small lantern in place of a bludgeon.
  This lantern has two states of use; lit and snuffed.
  Lit: As an action, the attuned wielder can light the lantern.
  It may act as either a hooded lantern or bullseye lantern. This
  lantern does not require any fuel, while the attuned wielder is
  holding it. While the lantern is lit, this weapon deals an
  additional 2d8 fire damage on hit. In addition, attacks against
  objects will ignite any flammable object not being worn or
  held by a creature. The area surrounding the lantern feels
  notably warmer.
  Snuffed: As an action, the attuned wielder may snuff out
  the lantern. While the lantern is snuffed, the weapon deals an
  additional 2d8 cold damage on hit. The area surrounding the
  snuffed lantern feels notably colder. At the moment that the
  lantern is snuffed out, all non-magical fires within a 60 foot
  radius, or a 120 foot cone, are snuffed out as well. Any
  creatures with darkvision within that area will lose their
  darkvision for 1 hour, or until the lantern is lit. If any creature
  loses darkvision in this manner, the attuned wielder gains 60
  feet of darkvision for 1 hour, or until the lantern is lit. During
  the time that the attuned wielder is granted darkvision, their
  eyes will glow with a vibrant flame.
  This weapon was forged by a Dragonborn smith,
  who was angered after he was robbed in the night
  by several creatures with darkvision. The smith
  decided that if something like it happened again, he
  wanted to be able to defend himself. As a result of
  the magic that steals away darkvision, the weapon
  becomes very hot when lit, and very cold when
  snuffed.
  by u/Zedman5000
  Forgehammer
  Mace, rare
  This hammer's head is hot to the touch, and metal that
  touches it quickly becomes hot. When you hit a creature with
  this weapon, if they're wearing metal armor, you deal an
  additional 2d4 Fire damage, as their armor turns red hot and
  burns them.
  This weapon can be used as Smith's Tools. The handle of
  this weapon can also be used as a whetstone. If you're
  proficient with Smith's Tools, you can use this hammer to
  temporarily enhance a nonmagical weapon. During a short or
  long rest, you can hammer and sharpen another weapon. That
  weapon gains a +1 bonus to attack and damage rolls for 1
  hour after the end of the rest, and becomes magical for the
  duration. After using this ability, you cannot use it again until
  you finish a long rest.
  This hammer was enchanted for an adventurer who
  wanted to be able to maintain his weapons and
  armor, and craft new equipment, without needing
  to return to town to use his forge. The enchanter
  added the ability to enhance nonmagical equipment
  as a bonus, because he liked the adventurer.
  by u/Zedman5000
  Forge's Wrath
  Longsword, legendary (attunement required)
  On a successful hit, this +2 longsword deals an additional
  1d4 fire damage and 1d4 radiant damage. Successful attacks
  against a god will deal an additional 1d8 slashing damage that
  cannot be resisted. This damage may be counted when
  dealing critical damage.
  This is an incredibly ornate and well-balanced blade
  that was crafted in anger by a lesser god of the
  forge.
  by u/xShadowHunter94x
  Golgoth's Scimitar
  Greatsword, sentient artifact (requires attunement by
  someone with 15 or more strength)
  This is a magical greatsword that deals an additional 1d6
  poison damage. This blade is one of two twin scimitars
  wielded by Golgoth, the ancient Melmoran King of Giants.
  Although it is shaped like a crude scimitar., the enormous size
  makes it impractical to wield with one hand. The blade is
  slivered, and forever secretes a thick, black toxin.
  Golgoth's Vengeance: Once per day, you can utter the
  command word "Myra" to unleash Golgoth's Vengeance. You
  are empowered by the spirit of Golgoth, providing advantage
  on the next attack made with this weapon. On a hit, the attack
  deals an additional 3d6 Poison damage, for a total of 6d6.
  Golgoth's Vengeance can only be used against humanoids.
  Golgoth was the last king of the Melmorans.
  Centuries after the extermination of his people, a
  vile necromancer bound Golgoth's spirit to his old
  sword.
  by u/budakang
  Weapons
  50
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  The Golden Hind
  Rapier, rare
  A +1 rapier with a golden hand guard that is molded to look
  like a large 3 sailed ship. When wielding this weapon, you
  gain advantage on dexterity saving throws.
  This sword is accustomed to the tossing and
  turning of a ship at sea. It is also accustomed to
  being stolen often.
  u/PliskinSnake
  Gun of Eldritch Blast (+1, +2, +3)
  Firearm, uncommon, rare, or very rare (attunement by
  warlocks only)
  When attuned to this weapon, you can use it as a
  spellcasting focus for warlock spells. In addition, when you
  cast eldritch blast using this item, you gain a bonus to the
  attack roll and damage roll determined by the item's rarity.
  You ignore half cover when casting eldritch blast this way.
  These guns were invented by gnomish warlocks
  who wanted to be able to menace others using their
  lethal weapons of spectral destruction.
  by u/GoliathBarbarian
  Halberd of Hoar
  Halberd, legendary (attunement required by one faithful to
  Hoar)
  This is a +4 magic halberd. You may choose to deal fire
  instead of radiant damage, or radiant damage instead of fire.
  Aura of Embers: The uncovered blade of this halberd
  glows with a white hot brilliance. While the Halberd of Hoar
  remains uncovered, enemies who end their turn within 10 feet
  of you take 3d6 radiant damage. When an ally within the aura
  of embers takes damage, you may expend points from your lay
  on hands class ability as a reaction.
  This weapon is the utensil of Saint Hoar's avengers.
  Given only to his court of angels and the most
  powerful mortal bastions of poetic justice. Proving
  one's worth of this weapon is nigh impossible.
  u/budakang
  Handwraps of the North Star
  Handwraps, rare (requires attunement)
  When worn, these plain cloth handwraps can be activated
  and deactivated freely by speaking the command phrase on
  your turn, requiring no action. When active, your fists are
  enveloped in flame, causing your fists to become +1 weapons.
  Additionally, all damage from your melee strikes is converted
  to fire damage while the handwraps are active. The flame
  causes no damage to you.
  "Omae wa mo shindeiru"
  by u/yinyang107
  Hidden Thorn
  Bladed weapon, very rare (requires attunement)
  This is a pair of leather arm wraps with a metal sheath built
  in. Each sheath contains retractable blades. Retracting and
  extending the blades requires only a minute flexing of the
  wrist muscles, and it is a free action for the attuned wearer.
  Dual weapon wielding is not required for the full use of these
  weapons. These weapons may count as a monk weapon for
  the purposes of monk weapons. The attuned wearer gains +1
  to stealth checks, and has an additional +2 to sleight of hand
  checks when someone makes a check to have the blades go
  unnoticed.
  On a hit, each hidden thorn blade deals 1d6 piercing
  damage. The target must pass a DC 14 constitution save, or
  else take an additional 1d4 poison damage per hit.
  Hidden Dart: The Hidden Thorn holds 2 charges (one per
  wrap), which fully restore at the end of a long rest. The wearer
  may expend a charge as an action to fire a small dart out of
  the Hidden Thorn. 20/40 range, +3 to hit. Deals 2d6-1 poison
  damage. Upon taking the poison damage, the target must
  make a DC 14 constitution saving throw. Upon failure, the
  target falls prone from dizzyness and has the poisoned
  condition.
  Very quiet whispers can be heard when held to your
  ear, saying "Die... fall. Die!" It used to belong to a
  very powerful assassin, but they were so secretive,
  that nobody knows their name.
  by u/unstabledave105
  Homestead
  Weapon (maul), very rare (requires attunement)
  This large 2-handed mace bears a head made of stone hewn
  into the rough shape of a mallet. This is a +2 mace.
  Defend the Homestead: If invited into a settlement with
  hospitality, you gain a +1 bonus to AC while inside that
  settlement.
  The Earth Protects: As an action, you may choose a target
  within 120 feet of you, and strike the ground in front of you
  with Homestead. A single, stone pillar erupts from the earth
  beneath the target, as if created by the bones of the earth spell.
  This feature cannot be used again until after you have taken a
  short rest.
  Made by a wandering druid as a gift to a small town
  besieged by raiders, this hammer stands for those
  trying to make a new life for themselves.
  by u/Zenrayeed
  Weapons
  51
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Hyperion Lance
  Longbow, legendary (attunement required)
  Despite its name, the Hyperion Lance is actually a +1
  longbow, said to pierce the heavens. At night, the Hyperion
  Lance becomes a +2 longbow. The bow's range is 600/1200.
  Hyperion Lance has 7 charges. Restore 1d6+1 per long
  rest. On a hit, you may expend a charge to deal an extra 1d8
  damage. You may expend more than one charge in one turn
  for an extra d8 per extra charge used.
  Strike of the Heavens: Expend all 7 charges to call upon
  the heavenly bodies to destroy your foes. You will gain
  advantage, and +5 to hit on your next ranged attack roll. As the
  arrow from this attack flies toward your foes, all the sound
  within 120 feet of the arrow is rapidly silenced. As the arrow
  strikes the target, it erupts into light (120ft bright light, 160 ft
  dim light). The arrow will create a loud boom and shockwave
  as it breaks the sound barrier, deafening all creatures within
  60 feet until the end of your next turn. Creatures within 30
  feet of the point of the arrow's impact are blinded until the end
  of your next turn. Creatures within 15 feet of the point of the
  arrow's impact are hit by a wave of force, knocked prone and
  dealt 4 force damage. Those within 90 feet may feel a force hit
  them, but will experience no ill effects from it. This ability
  deals 8d12+2 radiant damage to the target, and 1d8+1 radiant
  damage to creatures within 30 feet of the point of impact.
  Legend has it that there used to be a second moon
  orbiting this world. However, the famed archer
  Tiberius destroyed it with the Hyperion Lance when
  he missed his shot at an archdemon.
  by u/unstabledave105
  Ice Dancer's Rapier
  Rapier, very rare (requires attunement)
  This +1 rapier resembles a long, thin icicle with a finely
  made basket hilt of silver and opal. When swung, the blade
  leaves curls of crystalline fog behind it. This rapier causes an
  additional 2d6 cold damage on a hit. Additionally, creatures
  that are affected by this cold damage must make a DC 15
  constitution saving throw. On a failed save, the creature
  becomes "chilled"; losing the ability to take reactions and
  suffering disadvantage on dexterity saving throws until the
  start of your next turn.
  This rapier was forged without heat, by a master of
  arcane crasftmanship. As the final step, it was
  quenched by being thrust through the heart of a
  white dragon, imbuing it with powerful ice magic
  and ensuring that the blade would never break or
  dull.
  by u/BlackTomePress
  Kamran's Arm
  Light bladed weapon, very rare (requires attunement)
  Must be wielded in the off-hand and cannot be the only
  weapon (unless the character is disarmed).
  This is a +2 weapon that appears largely normal.
  Kamram's Armed Arm: The attuned wielder can use their
  reaction to activate the weapon's defensive properties. When
  activated, stone armor grows out from the weapon's hilt and
  covers their arm up to the shoulder. This grants +5 AC until
  the beginning of their next turn, as though under the effects of
  a shield spell. For the next minute, you may use your reaction
  to gain resistance to bludgeoning, piercing, and slashing
  damage until the start of your next turn. After one minute, the
  stone crumbles and falls off the your arm. This ability cannot
  be reused until the minute is up. DMs should use their
  discretion in allowing the stone arm to be used creatively out
  of combat. Possible examples include controlling a descent
  down a cliff, or to reaching into dangerous substances.
  A capable wizard enchanted this blade for her
  partner, to keep them safe during their adventures.
  Forged from the arm of a stone golem, it worked
  effectively as the rogue escaped from many tight
  situations thanks to its versatility. The wizard and
  the rogue eventually, happily, retired to a life of
  wealth and peace.
  by u/Duke_Paul
  Weapons
  52
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Korden's Ball and Chain
  Flail, rare (requires attunement by a Lawful-aligned creature)
  This is a +2 Flail with a longer than usual chain and larger
  than usual head. The head is smooth with no spikes; the
  handle is curved and made of a dark, black metal. Its basic
  nature will be revealed if identify or legend lore is cast upon it
  (but not the curse).
  Justice Knows: When the flail is in your hand, you can
  automatically know if someone committed a crime deserving
  of a jail sentence, what that crime was, and whether they have
  served their sentence or otherwise paid retribution for the
  crime.
  Arm of the Law: As a bonus action, you can speak a
  command word and identify a target size Large or smaller.
  The flail flies out of your hand, and the target must make a DC
  16 Strength Saving Throw. On a successful Strength Saving
  Throw, the flail returns to your feet. On a failure, the flail
  morphs into a ball and chain; the handle fuses together to
  make a solid ring around the target's ankle, the chain extends
  to 10 feet long, and the head will land at a spot of your
  choosing within 10 feet of the target. Once the head is in
  place, it is considered to have the same properties as an
  immovable rod. As a reaction or bonus action, you can speak
  the command word and release the target, or allow the head
  to be moved. Upon release, the flail returns to your feet. If you
  un-attune to the flail while someone is held, the target is
  immediately released, the flail returns to flail form and it sits
  in an unoccupied space 5 feet from the target.
  Curse: This flail is cursed, a fact that is revealed only when
  you attune to it. Attuning to the flail curses you, and you
  cannot de-attune to it until you are targeted by the remove
  curse spell or similar magic.
  Flaw: While attuned to the flail, you have the following flaw:
  "It is my job to keep the law, by whatever means necessary."
  Bound by Law: Criminals whom you can detect with
  justice knows, whether they know of the flail's existence or
  not, are immediately suspicious of you and possibly hostile. If
  you see anyone commit a crime of any nature or severity, you
  must succeed on a DC 13 Wisdom Saving Throw or spend
  the next minute using all your movement to move towards
  them, and every turn try to catch them with arm of the law. If
  you do catch them, you spend the rest of the minute trying to
  turn them into the authorities who uphold whatever law the
  offender broke.
   
  Korden was a master escape artist who eventually
  vexed the wrong warden. This flail was was
  discovered in a cell, bound to Korden's emaciated
  corpse.
  by u/L0gixiii
  Kykvendi
  Club, legendary artifact (requires attunement by a character
  proficient in Animal Handling)
  This club is ornately carved from fine maple wood. At the
  head of the club is an accurate carving of a wolf's head,
  snarling and baring its teeth. Along the handle, the words
  "The Gatherer of Beasts Shall Bring On The New Age" are
  carved out in Giant.
  This club may be used to deal piercing damage instead of
  bludgeoning, using the wolf carving's teeth to puncture the
  enemy. Hostile beasts are hesitant to attack you, instead
  choosing to attack other enemies.
  Once per day, you may use Kykvendi to cast animal
  friendship (Save DC 15) without spell slots or components.
  In addition, this club is an heirloom weapon, meaning it
  improves as you fulfill certain conditions. The conditions and
  effects should be kept secret until they are unlocked. Each
  property can only be unlocked once, unless the property states
  otherwise. Only one property may be unlocked per day. If you
  become de-attuned to Kykvendi, the weapon will lose all
  heirloom properties, and require unlocking a second time.
  Heirloom Properties:
  When a hostile beast is made friendly by this weapon's
  wielder, the text carved into the handle glows a snowy
  white color. The weapon gains the following trait: "You may
  cast beast bond without spell slots or components.
  When a hostile humanoid is reduced to 0 hit points while
  within 5 feet of you and a friendly beast, the wolf carving
  will howl loudly. The weapon will gain a +1 bonus to attack
  and damage rolls made with the weapon while you are
  within 5 feet of a friendly beast.
  When a hostile humanoid or giant is reduced to 0 hit
  points while within 10 feet of you and at least 5 friendly
  beasts, the wolf carving's eyes become lifelike. The carving
  will once again howl loudly. The weapon will gain a bonus
  to damage equal double your proficiency, while you are
  within 5 feet of a friendly beast. As proficiency increases,
  so does this extra bonus.
  When a hostile giant is reduced to 0 hit points while within
  15 feet of you and at least 10 friendly Beasts, the wolf
  carving becomes lifelike, the sound of a pack of wolves
  howling can be heard from all around. A winter wolf leaps
  out of the club, appearing in the nearest available space to
  you. The wolf is friendly to you and your allies, and follows
  the your verbal commands without regard to its own safety.
  While you are within 5 feet of this wolf, the attack and
  damage bonus of this weapon is increased by +1. While
  you are holding this weapon, the attack and damage bonus
  of this weapon also applies to the attacks of all friendly
  Beasts within 30 feet of you. Their attacks become magical
  for the purposes of overcoming resistances. If the Winter
  Wolf is killed, this Heirloom Property may be triggered
  again, reviving the Winter Wolf.
  Kykvendi was once the walking staff of a giant who
  was infamous among his kin for his affinity to
  beasts.
  by u/Zedman5000
  Weapons
  53
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Lash of Mammon
  Rapier, very rare
  This +3, light rapier is made of red glass that bends and
  flexes with ease. The hilt is obsidian, and the pommel is
  carved with a caricature of a smiling devil. devil with a broad,
  open mouth. Perfectly wide enough for a standard gold coin.
  Aid of Mammon: This weapon holds one charge. You may
  expend one charge to give the blade the reach property, and
  add 3d8 fire damage on your next weapon attack with it. Once
  this ability is used up, the devil on the pommel will grin widely,
  until his mouth is approximately the size of a standard gold
  coin. Charges may be refreshed by inserting a total of 10GP
  into the mouth of the devil. Once the gold is inserted, it is sent
  straight to Mammon's vast coffers. The cost to refresh the
  charge should increase periodically, especially as the player
  gains more wealth, or needs to use the weapon more often.
  This weapon was commissioned by Mammon, Arch
  Devil of Greed and Avarice. He is willing to lend his
  aid to anyone... For a price.
  by u/proto_ziggy
  The Lonely Child
  Legendary Rapier, requires attunement
  This +2 rapier was forged by Moradin. Made of sky-iron,
  and forged in the heart of a dying star. During the process, the
  metal split into twin rapiers, instead of the intended pickaxe.
  This rapier can pierce through any material, as it was
  originally meant as a tool for mining adamantium and mithril.
  This weapon has 6 charges and recovers 1d4+1 charges at
  dawn.
  All-Piercing Pickaxe: When you make an attack roll with
  this weapon, you may expend one charge to ignore the
  enemy's nonmagical armour and shield bonuses, treating the
  attack as if it was made against an unarmoured target.
  Ore-Cunning While holding this weapon, you may expend
  one charge to expel a warm blast of magic from the rapier. For
  one hour, you will be able to detect the presence of any metal
  within 60 feet of you.
  "Skalds like to sing all about "sky iron", and the
  weapons made of it. But have ye ever met a smith
  who ever made anything out of it? Moradin himself
  couldn't forge a decent pickaxe out of the stuff!"
  by u/Miss_Aia
  Longbarrow's Arm
  Longsword, legendary artifact (requires attunement by slaying
  an undead with the blade)
  Longbarrow's Arm is a masterwork +1 longsword with a
  black ceramic blade. The basic nature of this sword will be
  revealed if identify or legend lore is cast upon it. However, the
  curse will remain hidden unless identify is cast at 8th level or
  higher. The nature of the curse is strong and will force the
  user to use the sword above all other weapons (even if they
  aren't proficient in longsword use). Once attuned, the sword's
  curse kicks in.
  Longbarrow's Curse: When confronted with undead, the
  sword will unsheath itself. The user's arm turns into a skeletal
  arm, wreathed in blue flame. The user will be compelled to
  destroy all undead within sight. The sword does an additional
  1d4 damage to undead creatures. Any undead creatures
  within 120 feet will ignore all other combatants to focus on
  the owner of The Arm. Once a day the sword drinks 1 HP of
  blood from the user. The curse can be removed only by a high-
  level (15+) cleric who casts remove curse.
  The Arm was created when a fallen paladin named
  Longbarrow failed his vows to defend his temple
  from an undead incursion. With his last breath, he
  cursed his sword to never fail again.
  by u/famoushippopotamus
  Machin Shin
  Legendary greatsword (requires attunement)
  This is a +3 Greatsword of immense size, made of a dense
  meteoric metal. This greatsword requires a minimum 19
  Strength to wield. The massive blade is designed to be
  wielded with unrestrained fury, with savage cleaving strikes
  rather than refined and precise swordplay. For this reason,
  mechanically it deals 1d12 bludgeoning damage, rather than
  than 2d6 slashing. Inscribed in Infernal script on the blade is
  “Machin Shin,” in the devil's tongue meaning The Black Wind.
  When damage from Machin Shin brings a target to zero hit
  points, 2 failed Death Saves are also inflicted upon the target.
  Machin Shin: On a hit, you may expend a number of hit
  dice per round up to your Constitution modifier, rolling them
  and adding the total to the damage dealt by Machin Shin as
  force damage. If all hit dice are expended, the additional
  damage rolled is also dealt to you as necrotic damage,
  bypassing resistance and immunity.
  "You'll never catch me!" said the Man to Death. "I'll
  never chase you, I'll wait." Echoed the reply
  by u/BillyBobWinkydinks
  Weapons
  54
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Maul of the Mule
  Maul, rare (requires attunement)
  The Maul of the Mule is a +1 heavy, two-handed weapon
  adorned with a laughing bronze mules as the head of the
  weapon. Halfway up the shaft of the weapon is a pressure
  packed hollow tube filled with the power of thunder. Glowing
  yellow runes adorn the weapon, which light up upon impact.
  Kick of the Mule: This weapon contains 1 charge, which
  refills at dawn each day. On a melee hit with this weapon, you
  may expend the charge to cause causes a thunderous power
  to erupt from the head of the weapon. The target must make a
  DC12 constitution save, or else take 2d8 thunder damage, and
  be pushed 10 feet away from you. On a successful save, the
  damage is halved and the target is not pushed. INstead of a
  thunderous "boom", you hear the obnoxious braying of a mule.
  Legends speak of a dwarf so stubborn that he
  argued with a thunderstorm and won.
  by u/Notorious_Bear_
  Maul of Upheaval
  Maul, very rare (attunement required)
  This maul contains the image of a mountain with a crack
  running from tip to base on each side and is so heavy that it
  requires a strength of 20 to wield. When using this maul you
  may only take attack actions every other round. The weight of
  this maul requires that you spend a round setting it into a
  striking position. While wielding this maul, your movement
  speed is reduced by 5 feet, unless you are a Goliath. This
  weapon is a magical weapon and ignores resistance to non-
  magical damage. The weapon is also a siege weapon, all
  damage to structures and objects is doubled
  Curse:  This maul is cursed, a fact that is revealed only
  when you attune to it. Attuning to the maul curses you until
  you are targeted by the remove curse spell or similar magic.
  Twice per day you can cast erupting earth at third level by
  striking the ground. After this occurs you must use an action
  to pry the maul out of the earth with a DC 15 strength check.
  On a successful hit, the targeted creature takes 4d6
  bludgeoning damage; and any creature within 5 feet of the
  targeted creature (not including you) will take an additional
  1d6 piercing damage from shrapnel flying out of the ground.
  Rogues may use their uncanny dodge to reduce this damage.
  by u/posborne2
  The Melodious Bow
  Shortbow, very rare (requires attunement by a character that
  has an instrument proficiency)
  This instrument/weapon is a magical shortbow that deals
  thunder damage and requires no ammunition.
  Symphony of Thunder: As an action, you may use this bow
  to cast conjure volley without spell slots or components. The
  damage dealt will be thunder damage. Each time you use this
  feature, you must make a DC 13 performance skill check or
  the magical strings will snap, requiring special repair by an
  arcane blacksmith. Each time this feature is used, the DC
  increases by 5, but it will reset at dawn.
  An exquisitely crafted stringed instrument, perfect
  for bardic assassins. Most bardic colleges find this
  instrument/weapon to be a perversion of their craft.
  by u/griveturtle
  The Meteor
  Longbow, legendary (requires attunement)
  This longbow uses strength as a base stat instead of
  dexterity. Damage is +1, unless STR is over 14, then it is +2.
  Arrows fried from this bow are magically lit on fire, and cause
  fire damage instead of piercing damage. While attuned and
  wielding this weapon, you have fire resistance.
  Meteor Strike: The Meteor contains 4 charges that
  recharge 1d3 per long rest. On a succesful hit, you may
  expend one charge to cast fireball, without spell components
  or spell slots, at the location where your arrow has hit.
  The Meteor is warm to the touch. The Meteor was
  originally a gift for a ranger, crafted by his sorceror
  friend.
  by u/unstabledave105
  Meteor Strike
  Maul, very rare (requires attunement)
  Meteor Slam: This maul has 4 charges, and it regains 1d4
  charges at dawn. When you fall more than 10' while wielding
  it, you can use your reaction to expend 1 of its charges to
  begin a "Meteor Slam", which ends when you land. During a
  Meteor Slam, you will take no falling damage. When your
  "Meteor Slam" lands, each creature in a 20-foot-radius sphere
  centered on you must make a Dexterity saving throw. On a
  failed save, targets takes 1d4 bludgeoning damage for each
  10' you fell, or half as much damage on a successful save.
  Fashioned from a single stone that crashed to earth
  from above, this weighty maul seems to have never
  fully stopped falling.
  by u/Cathartidae
  Monomolecular Blade
  Any Sword, rare
  A simple straight sword made out of a pale, nacreous metal.
  The edges winnow to a sharpness so fine that you cannot see.
  Does 3d6 damage on a hit and ignores armor (base AC
  instead of modified AC). So old and unstable that it only lasts
  1d4-1 hits before exploding for 2d10 damage. The DM should
  keep this aspect a secret, unless the PC succeeds on a DC20
  Intelligence check or uses the identify spell.
  by u/micaholism
  Weapons
  55
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  The Morning Star
  Whip, legendary (requires attunement by a Good-aligned
  character)
  This +3 whip is made of a very long metal chain and has a
  heavy bludgeon on the end, but feels no harder to wield than
  an ordinary whip. This whip's damage die is 1d8, and has an
  increased range up to 15 feet. When this whip strikes a fiend
  or undead, it will deal an additional 2d8 radiant damage.
  When a fiend or undead is reduced to 0 hit points, its body
  explodes in a blast of radiance, and deals 2d8 Radiant
  damage to any creatures of your choice within 10 feet of the
  original target.
  A famed whip, wielded by a family dedicated to the
  eradication of the unholy and undead.
  by u/Zedman5000
  Musashi's Bane
  Legendary sword, (requires attunment)
  This is a +1 finesse longsword that deals an extra 1d6
  necrotic damage when wielded in the main hand. When
  wielded in the off-hand, it grants +1 to your AC. If you wield
  the blade with both hands, you gain both get both bonuses.
  This sword grants increasing bonuses as you level up.
  Level
  Hit/DMG
  AC
  1 -9
  +1
  +1
  10 -14
  +2
  +2
  15+
  +3
  +3
  Demon's Bane: This sword is cursed, and craves demon's
  blood above all. When you are in the same room as a demon
  at the start of each round you must pass a DC 15 wisdom
  save, or else you are compelled to destroy that demon above
  all else. When you hit a demon with this sword you deal and
  extra 2d6 magical slashing damage to it. If you slay a demon
  with this blade, you regain 2d6 health.
  Devil's Blade: If you attack a devil with this sword, you
  must pass a DC 15 wisdom save or else you are struck dumb
  by the sword. You are rendered incapacitated for one round.
  Additionally, if you kill a devil with this weapon, you
  immediately suffer 2d6 psychic damage as the soul of the
  devil in the sword shows its disgust in the deed.
  The sword that Mushashi traded his soul for. The
  black edge of the blade is beautifully accented with
  blood red ripples from its folding. The blade
  contains the soul of Zariel's finest sword-master,
  who always craved battle.
  by u/Pablo_Scrablo
  Pale-Shrouded Weapon
  Any bladed melee weapon, rare
  This is a +1 weapon. On a critical hit, creatures that have
  been dealt damage by this weapon must make a wisdom
  saving throw. DC is (Damage dealt by the attack + your
  charisma modifier). On a failed save, the target is magically
  teleported 15 feet, to a location of your choosing that that you
  can see. This effect cannot place the target inside of terrain
  (such as walls, furniture, or ground).
  This weapon remains cool to the touch at all times.
  The blade crawls with intangible waves and tendrils
  of white and gray ink. Those dealt a sufficiently
  deadly wound by the weapon find themselves
  hurtling, for an instant, through a void of colorless
  shapes.
  by u/Plunderberg
  Patience
  Warhammer, rare (requires attunement)
  A shining silvery warhammer engraved with a complicated
  tribal pattern. The handle has the phrase "Wait for your time
  to strike" engraved into it in Dwarven script. You gain a +1
  bonus to attack and damage rolls made with this magic
  weapon while it is attuned. If, when initiative is rolled, you may
  choose (before rolling) to go last in the initiative order, the
  pattern on Patience's head begins to glow a dull red and it
  gives an additional +1 to attack and damage rolls until the end
  of combat.
  This hammer was commissioned to teach a hasty
  Dwarven prince the value of patience.
  by u/BlackTomePress
  Weapons
  56
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Pet Sword
  Longsword, uncommon
  While seemingly a regular longsword at first glance, closer
  inspection reveals that the handle is covered in something
  best described as black and orange fur. The sword appears to
  be semi-sentient and responds to its surroundings to a limited
  degree. It softly purrs when stroked, hisses when struck in
  battle and meows when stuck in a sheath for extended periods
  of time or in close proximity of fish.
  Keen smell: The Pet Sword responds to certain scents.
  Once per day, the Pet Sword can be used to grant its user
  advantage on a skill check that relies on smell.
  Feline Grace: The owner of the Pet Sword always lands on
  his feet. The Pet Sword has 2 charges. While holding the Pet
  Sword, the user can spend one charge and a reaction to cast
  feather fall on themselves without the use of material
  components or spell slots.
  Pet Swords were once produced on a large scale by
  a circle of wizards long forgotten. Lacking any
  special offensive capabilities, they were mainly
  created as gag gifts and frequently switched
  owners. As the circle was disbanded, no more Pet
  Swords were created and the commodity slowly
  faded into obscurity. Nowadays, only a few of these
  characteristic swords remain. Despite not being
  particularly suited for combat, they often fetch a
  decent price from the right buyer.
  by u/Bertbrekfust
  Pike of the Legion
  Pike, uncommon (normal variant), Rare (banner variant)
  (requires attunement)
  This Pike is simple but well crafted; when the weapon is
  held, you feel more confident near your allies, but you will feel
  nervous while alone, even before the weapon is attuned. All
  Pikes of the Legion have the following property:
  You get a +1 bonus to attack and damage rolls made with
  this weapon while within 5 feet of an ally. This bonus is
  increased to +2 if the ally is wielding a Bulwark of the Legion,
  Conduit of the Legion, Pike of the Legion, or Staff of the
  Legion.
  Banner Variant: If it is the banner variant, the banner
  bearer's allies also feel more confident while near them. Any
  banner hung from the pike is safe from being torn, burned, or
  dirtied. Allies within 5 feet of the banner bearer gain a +1
  bonus to attack and damage rolls made using melee and
  throwing weapons, and those weapons are considered
  magical if they were not already. This attack and damage
  bonus cannot cause a weapon to have an attack and damage
  bonus greater than +3.
  These pikes were produced for a once-unstoppable
  army. Each unit had a banner bearer, who was the
  center of every formation, and was protected
  fervently.
  by u/Zedman5000
  Planetar's Blade
  Longsword, legendary (requires attunement by a lawful good
  creature)
  On a successful hit, this sword inflicts an additional 2d8
  radiant damage. This sword deals an extra 1d8 radiant
  damage against undead and fiends.
  Only the Just: If the pommel of this +3 sword is touched by
  a creature that is not lawful good, this sword inflicts 1d4
  radiant damage. If held by such a creature, it will continue to
  inflict this damage every round. If a creature tells a lie while
  holding this sword, it breaks attunement immediately, and
  inflicts 2d8 radiant damage.
  The Truth Always Reveals Itself: The attuned wielder
  innately knows when they hear a lie. Once per short rest, you
  can cast detect evil and good as a bonus action, without using
  components or spell slots.
  This is a sword normally wielded by a planetar. It
  could conceivably be a gift from a deity to a very
  high level follower. If taken from a fallen planetar, its
  patron will likely be determined to retrieve it. The
  sword could also be part of a path to ascendancy,
  slowly turning a mortal into a new planetar.
  by u/thephoenixtome
  Poison Ivy
  Short Sword, rare (requires attunement by a druid)
  This short sword has a hidden compartment in the pommel
  that can store poison. Once per short rest, as a bonus action,
  this sword can be commanded to become a 10-foot bladed
  whip. In this form, the blade will deal additional damage or
  effects according to the kind of poison that has been stored
  inside of the pommel. DMs may decide which poisons are
  available; the poison list on pg. 257 of the Dungeon Master's
  Guide is recommended.
  A powerful druid of Chuult crafted this weapon out
  of molten lava and recycled tree roots. Once
  extended, thorns protrude from the blade, and roots
  hold together the disjointed blade parts.
  by u/KunYuL
  Predator’s Talon
  Dagger, rare
  If you land a melee attack with this dagger, while falling,
  transfer all fall damage to your target, up to 10d6 damage
  (100 ft). Any fall damage after 10d6 affects you as normal.
  A brown dagger with feather motif on the hilt.
  There is a hawk’s eye gem in the pommel.
  by u/R_bubbleman_E_6
  Weapons
  57
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Quicksilver
  Light Weapon, legendary (requires attunement) and 18+ DEX
  This +3 light weapon is a hollow hilt filled with magic
  quicksilver that requires at least 18 dexterity to wield.
  Liquid Metal: As a reaction, you can concentrate and cause
  the liquid metal within the hilt to form any light weapon. In
  addition to being a +3 magical weapon, this weapon will also
  have the finesse property. If your concentration becomes
  broken, the metal immediately retreats into the handle.
  Hermes Dart: You can choose to make a single ranged
  attack with Quicksilver. (60/120, +3 to hit, 3d6 piercing). On a
  hit, the target must make a DC 16 CON save or suffer the
  following poison effects: Disadvantage on dexterity and
  strength saves and perception checks. If this happens, the
  weapon cannot be used until the target dies and the metal
  exits the body and returns to the wielder. Once per turn, if the
  wielder rolls a 1 on their attack roll, they may choose to reroll
  that attack instead. With a DC 10 arcana check, the wielder
  may use the metal to create a minor illusion at will.
  Calomel Toxin: On a successful attack (ranged or melee)
  you may choose for the liquid metal to enter the target's
  wound, and deal 6d8 poison damage at the beginning of the
  creature's turn. This will impose disadvantage on constitution
  saves, as well as all of the poisonous effects found under the
  Hermes Dart ability. After you use this ability, you will be
  unable to use Quicksilver until you spend 1 minute
  recollecting the liquid metal into the hilt.
  The perfectly symmetrical hilt has gaps, where you
  can see that it is filled with a highly reflective silvery
  liquid metal. This wizard who created this "living
  metal" tragically passed away at a very early age,
  after succumbing to a strange madness.
  by u/Duke_Paul
  Rainbow Sword of Prince Rolan
  Longsword, legendary artifact (requires attunement by fey-
  allied class)
  Colors swirl in dizzying, mad patterns on the strange steel
  of this blade. The name of Prince Rolan shines in Sylvan
  writing on the crossguard of the sword. This is a +2 finesse
  longsword that deals double damage against vampires, and
  their thralls. While wielding this blade, you cannot be
  charmed by any spells, abilities or effects used by a vampire.
  You may have advantage to persuade or intimidate anyone
  raised within an elven culture. This blade is highly
  recommended as a hexblade warlock's weapon.
  Those were the days of The Rainbow Guard. Led by
  Prince Rolan of Santini, each youth was chosen by
  Queen Tatiana herself, to guard The Feywild against
  the vampire scourge.
  by u/PantherophisNiger
  Ram’s Crossing
  Weapon (heavy crossbow), rare (requires attunement)
  This imposing +1 crossbow is made of a mixture of heavy
  wood and iron; a ram’s head, lowered in a charge, adorns the
  front of this bow. Attacks made with this weapon deal double
  damage to nonliving objects or structures made of stone or
  weaker materials.
  Ram's Fury: While wielding this bow, you may choose to
  fire an arrow with the force of a charging ram. On a hit the
  attack deals an additional 2d10 piercing damage and the
  target must make a DC 14 Strength saving throw. On a
  failure, they are knocked back 10 feet and are knocked prone.
  A favorite of siege commanders, these crossbows
  are reserved only for elite heavy infantry.
  by u/Zenrayeed
  Reaper's Scythe
  Glaive, legendary artifact (requires attunement)
  This scythe is a +2 weapon.
  When you roll a natural 20 on your attack roll with this
  magic weapon, the target takes an extra 2d12 necrotic
  damage. This scythe deals 1d8 necrotic damage on all melee
  hits.
  Harvest Time: Once per day, as an action, you may
  cast sickening radiance or destrctive wave at level 5 without
  using any spell slots or components. The DC for these spells
  is 17.
  Put Down Your Dead: On a successful hit against an
  undead creature, you may add an extra 3d8 Force damage.
  by u/posborne2
  Regret
  Dagger, legendary (requires attunment)
  This is a +3 dagger that deals 3d6 radiant damage on a hit.
  You are constantly under the effect of the Aura of Vitality spell,
  no other creature can benefit from the healing it provides but
  you.
  Defend the Faithful: This weapon has 7 charges. As an
  action, you may spend one charge to cast bless, heroism,
  shield of faith or protection from evil and good without
  components or spell slots. As an action, you may spend 4
  charges to cast the spell revivify without components or spell
  slots. Alternatively, you may use your bonus action to spend
  one charge to make a creature within 10ft of you to instantly
  succeed on a death saving throw. Lastly you may spend 6
  charges to negate all damage from an incoming attack, effect
  or spell directed at you. This weapon regains 1d6+1 charges
  at dawn.
  by u/Stercore_
  Weapons
  58
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Retribution
  Morningstar, legendary (requires attunement by a paladin)
  Counts as magical for the purpose of overcoming
  resistance. This weapon is meant to develop in power with the
  character over the course of a campaign. There are 3 stages of
  power to be attained, as the character progresses: Dormant (1-
  5), Awakened (6-10), and Ascendant(11-20).
  A bright steel morningstar of plain, effective, and simple
  design. The only adornment is a swirling triangle engraved
  into the round pommel. This mark is known as the Rune of
  Pursuit.
  Dormant: This is a +1 weapon. The Rune of Pursuit
  empowers the righteous to deal swift justice to the wicked.
  Attacks of opportunity made with this weapon are rolled with
  advantage.
  Awakened: This is a +2 weapon. Regains 3 charges per
  long rest to cast the following spells. The cost of each is the
  level at which it is cast. Additional charges can be expended to
  cast at a higher level. This weapon holds a maximum of 3
  charges.
  Spell
  Base Cost
  Inflict wounds
  1
  Heat metal
  1
  Ascendant: This is a +3 weapon. Charges regained per long
  rest, and maximum charges, increases to 6. Divine smite
  damage applied to attacks made with this weapon is rolled
  with d10s rather than d8s. Spell list now also includes the
  spells below.
  Spell
  Base Cost
  Inflict wounds
  1
  Heat metal
  1
  Wall of fire
  4
  Disintegrate
  6
  The Rune of Pursuit is the mark of Trithereon, a
  God of Retribution. Above all else, Trithereon
  abhors evil going unpunished. He grants his Rune
  of Pursuit to those he deems worthy.
  by u/BillyBobWinkydinks
  Rose & Thorn
  Dagger, uncommon (requires attunement)
  This item appears to be a silver bracelet, set with a rose-cut
  garnet. As a bonus action, you may speak the command word
  "Thorn" to transform it into a +1 dagger that appears in the
  hand of the wrist that the bracelet was on. If your hand is not
  free, the dagger falls to the ground. While holding the dagger,
  as a bonus action, you may speak the command word "Rose"
  to transform it into a bracelet around your wrist.
  Beware their beauty or you might feel their sting
  by u/Nothik
  Sange, Yasha, and Kaya
  Unique Items, legendary artifacts (requires attunement)
  Sange: A magic, +1 curved dagger. Sange grants +1 to
  strength and +1 to constitution. On a hit, Sange has a 50%
  chance to maim a the target; causing their movement speed to
  be reduced by 10 ft until the end of their next turn. If multiple
  attacks are made with this weapon in a round, the maim effect
  stacks.
  Yasha: A magic, +1, sabre (scimitar). Yasha grants +1 to
  dexterity and +10 ft movement to its wielder.
  Kaya: A magic, +1 staff that can be used as a spellcasting
  focus. It amplifies the damage of all spells by one damage die
  (of the die normally rolled).
  The power of Sange, Yasha, and Kaya grows when they are
  in close proximity to each other. When two of these three
  weapons are within 30 feet of each other, they both become
  +2 weapons. When all three weapons are together, they are +3
  weapons. Each weapon must be attuned by its wielder for this
  effect.
  These three weapons were forged from the same
  Shard of Valoria at the height of the 3rd age by
  Ardenian magi. Over the centuries, they changed
  hands many times. During the 7th age, they came
  to Grand Vizier Octavio. Each weapon was engraved
  for one of Octavio's favorite soldiers.
  by u/budakang
  Weapons
  59
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Shadowbane, Blade of Final Rest
  Longsword, legendary artifact (requires attunement by a
  hexblade warlock)
  This +1 longsword is permanently covered in a layer of
  dense smoke, leaving a dark trail as it is swung. The sword
  allows you to cast conjure canine once per long rest, without
  expending spell slots or components.
  Conjure Canine
  Conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 8 hours.
  You summon creatures that appear in unoccupied spaces that
  you can see within range. Choose one of the following options
  for what appears. Alternatively, you may use the sword to cast
  this spell as a ritual (10 minutes) to summon 4 wargs.
  Number
  Creature
  Max Hit points
  One
  Winter wolf - Large beast
  56
  Two
  Giant hyena - Large beast
  28
  1d4
  Warg - Large monstrosity
  21
  1d4+1
  Blink dog - Medium fey
  14
  2d4+2
  Mastiff - Medium beast
  7
  Each creature is also considered fiendish, and it disappears
  when it drops to 0 hit points. The summoned creatures are
  friendly to you and your allies. Roll initiative for the
  summoned creatures as a group, which will have its own turn.
  The summoned creatures will obey any verbal commands that
  you issue to them (no action required by you). If you do not
  issue any commands to them, they defend themselves from
  hostile creatures, but otherwise take no actions.
  Found in the aftermath of a volcanic eruption, the
  voice of Cerberus reveals that he has been
  imprisoned by the Raven Queen for denying her
  souls, and must now repay her tenfold.
  by u/csquirrelrun
  Shadowblood
  Rare or Very Rare, (requires special attunement)
  Attunement: This item is a vial of thick, black liquid. To
  attune to this, a creature who is not a warlock with the pact of
  the blade feature must consume the liquid (if a warlock with
  the pact of the blade consumes this liquid, they will
  immediately gag, retch and vomit the liquid back up). Upon
  attunement, the liquid bonds with the creature’s blood.
  Attunement cannot be broken until the creature dies, or via
  the wish spell.
  While the Shadowblood is in your veins, you gain the pact
  of the blade feature, as described in The Player’s Handbook. If
  Shadowblood is of the Very Rare variety, you also gain the
  Eldritch Invocation, "Improved Pact Weapon". Eldritch
  Invocations granted by Shadowblood do not count against
  your total Eldritch Invocations (if you have any from a class).
  To summon your Pact of the Blade weapon, Shadowblood
  must emerge from the wrist of your main hand, and form the
  weapon. It will deal 1d4 piercing damage every time it
  emerges.
  "My blood is black, you know."
  u/SkritzTwoFace
  Shieldbreaker
  Flail, rare
  This flail magically finds its way around any shield. You gain
  a +2 bonus to attack and damage rolls made with this magic
  weapon against any target with a shield. If you hit a creature
  wielding a shield, their shield is knocked away by the attack,
  giving your allies a +2 bonus to attack rolls against them until
  the start of the target's next turn.
  This weapon was created to defeat a famous enemy,
  whose shield was said to be infallible.
  by u/Zedman5000
  The Slamtern
  Warhammer, uncommon (requires attunement)
  This magical warhammer bears the appearance of the end
  of a streetlamp, with spiked bars protecting the candle inside.
  As an action, you may speak the command word ("light"), and
  cause the lantern head to light up as if light were cast upon it.
  Light cast by this weapon penetrates magical darkness, up to
  and including a 3rd level darkness spell. While the Slamtern is
  lit, it deals an additional 1d4 fire damage.
  This weapon was created by a mad old merchant,
  seemingly out of an ordinary streetlamp. The
  original owner claims that upon giving him the
  weapon, the merchant cackled and disappeared in a
  flash of moths and fireflies.
  by u/Zenrayeed
  Weapons
  60
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Slip Razor
  Rare, Dagger +2, Requires Attunement
  This is a +2 dagger. On a ranged hit, you may use your move
  action to teleport to the target's location. You may then use
  your bonus action to make a melee attack with Slip Razor. If
  you are a rogue who was hidden when you made the ranged
  attack, the melee attack may count as a sneak attack. If the
  throw misses, the dagger blinks back into your hand before it
  hits the ground.
  "Reality is such a thin, fragile thing. If the cut is
  wide enough, any number of things could slip in, or
  out."
  by u/DownHouse
  Snowpiercer
  Lance, rare (requires attunement by a character with the
  “Frostbite” cantrip)
  This Lance looks like a giant icicle with a handle. It has six
  charges and regains 1d6 charges each dawn. During the
  winter, it regains all charges on nights when the temperature
  drops below freezing. A character attuned to this lance can
  expend one charge to cast ice knife as a first level spell.
  These lances are fashioned out of the icicles that
  hang over the mantle of the Frost Giant King.
  by u/General_Gears
  Soul Knife
  Dagger, very rare (requires special attunement) by a creature
  with orc ancestry”*
  To attune to this weapon, you must have orc ancestry within
  4 generations. Attunement requires convincing the spirit of
  the knife that you are worthy to wield it.
  This is a magical +2 dagger. This dagger is capable of
  injuring opponents who have slipped into the Ethereal Plane.
  Attacks of opportunity with this dagger deal an additional 1d6
  piercing damage.
  Protector spirit: When you fall unconscious with zero (0)
  hit points, the spirit within the weapon manifests and attacks
  the first creature it sees. The spirit remains under the control
  of the DM, but it will not allow you to come to harm. The spirit
  is hostile to all elves, regardless of their relationship to you.
  The spirit will only retreat back into the blade if it is reduced
  to 0 hitpoints, or if the wielder regains consciousness. This
  feature can only happen once per long rest. If you are a half-
  orc, this feature is not activated until after your relentless
  endurance feature has been expended.
  Player levels
  Spirit form
  1-3
  Specter
  4-6
  Will O' Wisp
  7-9
  Sword Wraith Warrior
  10-12
  Ghost
  12-15
  Wraith
  16-20
  Sword Wraith Commander
  After an honorable death, some orcs are bound to
  daggers made of their own remains. Such blades are
  highly prized family heirlooms.
  by u/1Jusdorange
  Spiritualist's Weapon
  Simple melee weapon, rare (requires attunement by a cleric)
  This is a +1 weapon that glows faintly while in the hands of
  a cleric. While spiritual weapon is active, this weapon
  emanates a faint ethereal mist.
  Spiritualist's Weapon: This weapon has 3 charges, and
  regains 1d4-1 charges at Dawn or Dusk, whichever is more
  appropriate for your deity. As a bonus action, you may expend
  one charge to cast spiritual weapon without using any spell
  slots or components. While spiritual weapon is active,
  successfully hitting a creature with this weapon will grant
  your your spiritual weapon advantage on the next attack it
  makes before the end of your turn. Hitting a creature with
  your spiritual weapon grants that same advantage to this
  weapon.
  These weapons are blessed for 1 year in a shrine,
  absorbing radiant energy, before they are bonded to
  a wielder
  by u/Zenrayeed
  Weapons
  61
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Staff of the Kraken
  Quarterstaff, very rare (requires attunement)
  With a rigid tentacle-like appearance, this +1 quarterstaff
  seems to stretch and wiggle as it is swung through the air. It
  makes a wet slapping sound when it strikes.
  Stretchy: When making a melee attack, you may choose to
  cause the staff to stretch mid-strike, giving it the reach
  property until the start of your next turn. Doing so reduces the
  damage die of the staff by one step (down to 1d4 or 1d6 when
  used with two hands).
  Reach of Hadar: This staff has a maximum of 10 charges,
  and regains 1d6+4 expended charges daily at dawn. While
  holding it, you can use an action to expend 2 of its charges to
  cast arms of hadar at 1st level, or spend 4 charges to cast
  arms of hadar at 3rd level. The spell DC is 15. If you expend
  the last charge, roll a d20. On a 1, the staff vanishes in a
  splash of seawater, lost forever.
  The very tips of the tentacles of colossal
  cephalopods are magically petrified to create this
  quarterstaff. The thick end is carved down to a
  smooth handle, and engraved with the runes
  required to summon the powers of Hadar.
  by u/csquirrelrun
  Storm Chakram
  Dagger, rare (requires attunement)
  This chakram has a leather handle, surrounded by circular
  metal shaped in a lightning bolt motif. Treat this weapon as a
  +1 throwing dagger with a base damage of 1d6 slashing + 1d4
  lightning.
  Storm Conductor: The Storm Chakram holds a maximum
  of 3 charges. When this weapon makes a successful ranged
  attack against an enemy wearing metal armor, or an enemy
  made of metal (such as a chain golem) you may choose to
  expend a charge and inflict a bonus 1d6 lightning damage.
  Upon taking this damage, the target must succeed on a DC 12
  Strength save, or else be knocked prone. The Storm Chakram
  regains 1 charge at dawn and 3 charges if there is a storm
  overnight.
  When you hold this weapon close to your ear, you
  hear the faint sound of a thunderstorm. When
  thrown this weapon seems to be comfortable in the
  air, as if greeting a long lost friend.
  by u/Shrapnel_Sponge
  Survior’s Bow
  Longbow, very rare (requires special attunement)
  Attunement to this weapon requires nurturing a live
  ironwood sapling for one week; until the plant has grown into
  a small tree with branches large enough to be woven into a
  bow. Attunement also requires a wisdom score of at least 13.
  This is a +1 magical longbow of warning that is comprised
  of still-living wood. Grafts from this bow may be planted into
  suitable mountain soil, to grow more ironwood trees. The
  branches of this bow must be pruned once per week, to avoid
  overgrowth. An overgrown bow will grant disadvantage when
  used. If the bow is not pruned for 3 weeks, it will begin to
  grow roots and no longer function as a bow. If the bow is not
  watered at least once a week, it will die and become a
  mundane longbow.
  Fruit of Wisdom: The Survivor's bow will shed 1d10
  goodberries at dawn, while it it healthy. The berries will
  dissolve after 24 hours.
  Friend of the Forest: If watered at least once during the
  past day, a creature attuned to the bow can cast the spell
  locate animals or plants as an action, without using
  components or spell slots.
  Loyalty of the Trees: If a creature other then the one
  attuned to the bow tries to use it, the bow triggers a snare
  spell centered on itself with a DC of 18. The bow has to be
  watered again before another snare spell could be triggered
  this way.
  The first Goliath druids used their connection to
  nature to create survivor’s bows. This magical craft
  has been passed down from one druid generation
  to the next until today. Now, Goliath druids gift
  these weapons to rangers, fighters and other allies
  in order to help them survive the harsh life of the
  mountain.
  by u/1Jusdorange
  Sword of the Dragon
  Greatsword, rare (requires attunement by a dragonborn)
  The blade of this sword is decorated with an imprint of a
  serpentine dragon. Inscribed near the hilt is the phrase “Feel
  my roar!” in Draconic runes. This magical greatsword deals
  an additional 1d6 damage of the damage type associated with
  your draconic ancestry. On a melee attack hit, you may use
  your breath weapon feature as a bonus action. If you do not
  posses any uses of your breath weapon, roll a d6. On a 6, you
  regain one use of your breath weapon and may use it as a
  bonus action.
  Feel my roar!
  by u/DordLord
  Weapons
  62
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Sword of Dungeons and Dragons
  Longsword, very rare (requires attunement)
   
  When you hit a creature with the Sword of Dungeons and
  Dragons, the target takes 2d6 damage. To determine the
  damage type, roll 2d10 and choose one of the d10s. The
  number rolled on that die determines the attack's damage
  type, as shown below.
  d10
  Damage Type
  1
  Acid
  2
  Cold
  3
  Fire
  4
  Force
  5
  Lightning
  6
  Necrotic
  7
  Poison
  8
  Psychic
  9
  Radiant
  10
  Thunder
  If you roll the same number on both d10s, then roll 2d10
  again, and choose one to add (for a total of 3d6 damage). If
  you keep rolling doubles, the damage will continue to stack.
  by u/Zenog400
  Sword of the Grave
  Shortsword, rare (requires attunement by Grave Cleric)
  Runes on the side of this magical shortsword will glow
  brilliantly in the presence of undead. This light counts as
  sunlight, and sheds bright light in a 30-foot radius, and dim
  light for an additional 30 feet beyond that. The runes on the
  side of the blade are celestial script. This blade deals an
  additional 1d6 radiant damage against undead targets.
  This blade contains a maximum of 3 charges, which are
  recovered every long rest.
  On a successful melee hit, you may expend charges to
  increase the magnitude of either the "slashing" damage die, or
  the "radiant" damage die. 1 charge per increase. On a critical
  hit, the additional damage die is of the same magnitude as the
  slashing damage die.
  The Seer saw me, the Smith forged me, the Light
  blessed me, and Fate wields me so that no Dead
  shall walk in Life.
  by u/BillyBobWinkydinks
  Sword of the Great Willow
  Longsword, legendary (requires attunement by a good-aligned
  character)
  A pure white, +3 longsword, seemingly made of one piece
  save for a light blue gem resting within the hilt. This
  longsword deals 2d10 slashing damage on a hit, or 2d12
  slashing damage if it is wielded in both hands. Damage dealt
  by this weapon cannot bring a sapient creature below 1 hit
  point. While you are attuned to the weapon and it is on your
  person, you have advantage on Charisma (Persuasion) checks
  made with the intent to prevent or stop conflict.
  Blessing of the Willow: If you suffer fatal damage while
  wielding this weapon, you instead restore hit points equal to
  half your hit point maximum (rounded up), and the sword
  erupts into blades of grass, leaving behind a small, blade-
  shaped seed.
  This sword longs for another adventure.
  This weapon is the crystallized soul of a great
  warrior of old, who learned to seek peace rather
  than victory near the end of their life.
  by u/Zenrayeed
  Toro
  Flail, rare (requires attunement by a monk)
  Attunement requires meditating in contact with the weapon
  in total darkness for a whole night (from dusk till dawn).
  Toros are ornamental lanterns. Ancient ones were made of
  thick brass with jade and amber motifs while new ones may
  be made of other metals. They are tied to a long chain, and
  may be wielded as a flail.
  Light: By expending a single ki point, and channeling it into
  the Toro, you may light this lantern. While lit, the Toro may act
  as either a hooded or a bullseye lantern (your choice). While
  the toro is lit, you may expend ki points to cast the following
  spells without material components or spell slots.
  Spell
  Ki Point Cost
  Detect evil and good
  1
  Detect magic
  1
  See invisibility
  3
  Find traps
  3
  Detect thoughts
  3
  Daylight
  5
  The very first monks followed the way of the sun
  soul, and acted as shining beacons of hope in the
  Long Night. They created the toros for their fellow
  monks.
  by u/1Jusdorange
  Weapons
  63
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  An Unseelie Accord
  Shortsword, rare (requires attunement)
  This is a cursed +2 shortsword that deals cold damage,
  instead of piercing. After you deal damage, roll a d6. Continue
  to roll that d6 until you roll a 3, 4, or 5.
  Curse of Winter: You will take 3 cold damage for every
  time you roll the d6. Once attuned, you are unable to resist
  using the sword in favor of any other weapon. The curse may
  be lifted on a Wisdom save (DC20), or if an ally persuades you
  to do so (DC24).
  A pact made with the Winter Court is not one easily
  broken. One way or another, the Queen of Air and
  Darkness collects her due.
  by u/DownHouse
  The Wandering Orphan
  Legendary Rapier, requires attunement
  This +2 rapier was forged with the ability to summon
  elemental energy from another plane. This weapon has a
  maximum of 6 charges, and recovers 1d4+1 charges at dawn.
  Energy of the Planes: On a hit with this weapon, you may
  expend one charge to deal an additional 2d6 fire, cold,
  lightning, or acid damage (your choice).
  Forgefather's Sight: You may expend one charge to expel a
  warm blast of magic from the rapier, detecting the
  whereabouts of any metal within a 60ft area around you.
  This rapier was forged by Moradin himself. He
  intended to create a mighty pickaxe, but the metal
  split apart into twin rapiers.
  by u/Miss_Aia
  Weapon of Deaf
  Any weapon, rare (requires attunement)
  This is a +1 weapon. If identify is cast upon the weapon, the
  weapon will reveal that it can allow the wielder to use speak
  with dead.
  Curse: This weapon causes you to suffer from the
  "deafened" condition once you are attuned to it. Whenever
  you cause damage with this weapon, you can hear through
  your opponent's ears until the next time you cause damage
  with the weapon, or until combat has ceased. Casting remove
  curse, or similar magic will cause you to regain your hearing,
  but it will also de-attune you.
  Whispers of Death: After killing an enemy, you will hear up
  to 3 scenes where the slain creature was present within its
  lifetime.
  These weapons were created as a cruel trick played
  by an ancient army's battle mage, who slowly lost
  his hearing due to his old age.
  by u/MaxFandango
  Whirling Blade
  Glaive, rare
  This +1 glaive does not require attunement, but it does
  require 14+ dexterity to use. This glaive allows you to take an
  attack of opportunity when an opponent first enters your
  reach, as well as when an opponent leaves.
  The momentum of this blade allows the wielder to
  effortlessly flow through combat, finding targets
  with ease. Once wielded by a local hero who held a
  narrow mountain pass against invading gnolls, it is
  now a ceremonial weapon, used only infrequently.
  by u/Duke_Paul
  Witchblade (a hobgoblin magic weapon)
  Dagger, very rare (requires special attunement)
  Attunement requires the honorable killing of a sapient
  creature with the witchblade, by a martial class (fighter,
  barbarian, rogue or monk).
  A witchblade is a large, slightly curved dagger (similar to a
  kukri).
  Absorb weapon: The witchblade can absorb any weapon
  with a hilt. You may perform a one hour ritual requiring 20 GP
  worth of black sand (which the ritual consumes) as well as
  physical contact with the witchblade and the weapon to be
  absorbed. At the end of the ritual, the other weapon is
  destroyed. The witchblade can now take the shape and
  properties of that weapon. This will not allow you to bypass
  any attunement requirements of the absorbed weapon.
  Artifacts and sentient weapons cannot be absorbed; the ritual
  simply fails if attempted with such weapons.
  Reshape: As a part of an attack action, a creature attuned to
  the witchblade can command it to take the shape and
  properties of a previously absorbed weapon.
  Shared Experience: The bond between the witchblade and
  the wielder leaves an imprint on the weapon. You are able to
  draw upon the experiences of the previous wielders. You may
  cast the true strike cantrip as an action.
  Borrowed Properties: When the witchblade is in its true
  form, it can borrow certain magical properties from absorbed
  weapons. If a weapon with one of the following properties is
  absorbed, the witchblade shares the property when in its knife
  form. The properties are cumulative unless stated otherwise.
  Warning, [+1, +2 or +3] (choose one), [Vicious, Life Stealing]
  (choose one), Wounding.
  An unknown member of the Hobgoblin Academy of
  Devastation found a way to draw on the sharp and
  malleable magical energies of the desert night. He
  or she then infused a series of bronze blades with
  this dark energy during their casting. The results
  were powerful shape-shifting weapons: the
  witchblades.
  by u/1Jusdorange
  Weapons
  64
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Wraith Blade
  Any sword, rare requires attunement
  This wicked, semi translucent blade deals an additional 1d6
  psychic damage and always has the finesse property. After you
  attune to this weapon, it becomes invisible while sheathed; the
  blade and sheath reappear when the weapon is drawn.
  Call Vassal (1/day): Once per day, as an action, you may
  call forth a Sword Wraith Warrior to serve you for 1 hour. The
  warrior obeys your commands, as a loyal vassal. It will not
  obey suicidal, demeaning, or dishonorable commands and
  may end the summons if pushed. As a bonus action on your
  turn you can give the Vassal a command. Given no other
  orders the Vassal defends the wielder for 1 hour or until the
  Wraith drops to 0 hit points. This ability recharges at dawn.
  Cursed: If you die while attuned to this weapon, your spirit
  will rise as a Sword Wraith Commander after 24 hours. When
  killed, your spirit leaves behind a Wraith Blade and becomes
  the vassal of the next wielder. Only a wish or reincarnate spell
  may reverse this, once your spirit has risen.
  Some wraiths decide to further bind themselves to
  their sword, to better serve the one who defeated
  them as a vassal. This binding also carries with it the
  curse of wraithdom. When the wielder dies, they are
  doomed to take the wraiths place.
  by u/Navex575
  Wyldwood Bow
  Longbow, very rare (requires attunement)
  This wooden bow is made of a single, uncarved branch, the
  wood is still green with life. While wielding this bow, you gain
  advantage on any attacks made on targets you can see. Trees,
  underbrush and general growth do not provide cover for
  targets of this weapon.
  Friend of the Wood: Once per day, you may spend an
  action to cast pass without trace without consuming a spell
  slot or components.
  These bows are made by the wood elves, to better
  hunt their prey in the Feywild. Pray that they don't
  seek you.
  by u/Zenrayeed
  Yolo's Greataxe
  Greataxe, rare (requires attunement)
  A heavily chipped and notched +1 magical greataxe made of
  plain iron. The name Yolo is carved sloppily into the haft.
  You Only Live Once: While wielded, Yolo's Greataxe allows
  you to disregard your own safety to attack with wild abandon.
  This greataxe allows you to use the "Reckless Attack" feature
  that is normally reserved for barbarians.
  Legends tell of a powerful gnome mercenary who
  would hurtle himself into combat screaming his
  own name, heedless of the danger. Much of his
  history has been lost to time but the name remains,
  and it is not uncommon to see warriors invoke his
  blessing as they rush into battle by screaming
  "Yolo!" at the top of their lungs.
  by u/BlackTomePress
  Weapons
  65
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Auction Guide 1.1.pdf