TEXT: 1
  Magical
  Items
  Volume One
  
  Magical
  Items
  Volume One
  By: Robert Buckley
  Amulet of Amplified Emotion - pg 5
  Amulet of Fiend Protection - pg 5
  Amulet of Lycanthrope Protection - pg 5
  Boots of Deception - Pg 6
  Boots of Stomping - pg 6
  Caltrops of Wounding - Pg 6
  Evergreen Cloak - pg 7
  Gown of Disguise - pg 7
  Horn of Bronze Dragon Control - pg 8
  Mask of Devil Control - pg 8
  Pipe of Controlling Winds - pg 9
  Quartermaster's Chest - pg 9
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  5
  Amulet of Amplified Emotion
  Wondrous item, uncommon (requires attunement)
  While wearing this amulet, you are able to
  influence any creature who can meet your
  gaze, amplifying a specific emotion based on
  the color of the amulet's gemstone. A
  Wisdom saving throw is allowed against a
  DC11 to resist the effect.
  Black - Nervous
  Gray - Anxious
  Violet - Passionate
  Blue - Happy
  Blue Green - Relaxed
  Green - Jealous
  Amber - Hatred
  Amulet of Fiendish Protection
  Wondrous item, very rare (requires
  attunement)
  You are protected against the harmful effects of
  the innate powers of fiends. You gain advantage
  to saving throws against any spell cast against you
  by a fiend, and your AC increases by 4 when targeted
  by a fiend.
  Amulet of Lycanthrope Protection
  Wondrous item, rare (requires attunement)
  You are immune to the curse of
  lycanthropy while wearing this amulet.
  If bitten while wearing the amulet, the
  curse does not take hold. However, if
  you are already cursed with
  lycanthropy, the amulet does not cure
  you of the affliction - instead, you do
  not succumb to the curse while wearing
  the amulet.
  
  6
  Boots of Deception
  Wondrous item, rare (requires attunement)
  These boots always appear distressed, as
  though having endured a lifetime of use, but
  never seem to rip or otherwise fall apart.
  While wearing these boots, you are able to
  magically silence or amplify your footsteps on
  any terrain. You are also able to choose
  whether or not your steps leave tracks on
  any terrain. This does not prevent you from
  being tracked by other means.
  Boots of Stomping
  Wondrous item, uncommon
  These metal boots are sized to fit a medium sized creature,
  however, they can shrink or enlarge to accommodate any
  sized foot. While wearing these boots, you are able to
  deliver a stomping blow to any creature who is at least
  one size category smaller than you. This is a melee attack
  that deals 1d10 + Strength modifier bludgeoning damage.
  The attack is also considered magical.
  Caltrops of Wounding
  Wondrous item, uncommon
  Damage dealt by these caltrops can
  only be healed by magical means.
  
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  Evergreen Cloak
  Wondrous item, very rare (requires attunement)
  While wearing this cloak with its hood up, Wisdom (Perception)
  checks made to see you have disadvantage so long as you are in
  a wooded environment. In addition, you are able to assume
  the form of a evergreen tree. While in this form, you cannot
  move, but you heal through photosynthesis and nutrients
  found in the soil. Three hours as a tree can heal you to full
  health, as long as there is ample sunshine and rich soil. This
  ability cannot be used again until 24 hours have passed
  since its previous use.
  Gown of Disguise
  Wondrous item, uncommon
  While wearing this gown, you
  can use an action to cast the
  disguise self spell from it at will.
  The spell ends if the gown is
  removed.
  Headband of Martial Prowess
  Wondrous item, rare (requires
  attunement)
  While wearing this headband, you
  gain proficiency in martial weapons.
  If you already have proficiency in
  martial weapons, you gain a +2 to
  any attack while wielding them.
  
  8
  Horn of Bronze Dragon Control
  Wondrous item, very rare
  By using this horn, you are able to dominate the mind of any one
  bronze dragon within 60 feet of its activation. The dragon must be
  able to hear the horn to be dominated and it is allowed a
  Wisdom saving throw against DC16 to resist. If you or
  creatures that are friendly to you are fighting the target
  dragon, it is given advantage on the saving throw.
  On a failed save, you can use your action to take total and
  precise control of the target. For the next hour, the creature
  only takes the actions you choose and cannot do anything
  that you don't allow. During this time, you can also cause
  the dragon to use a reaction, but this requires you to use
  your own reaction as well. Each time the dragon takes
  damage, it makes a new Wisdom saving throw against the
  horn's effect. If the saving throw succeeds, the effect ends.
  The older the dragon is, the more resistant to the horn's
  effects it is.
  Wyrmling: +0 to the saving throw
  Young: +1 to the saving throw
  Adult: +2 to the saving throw
  Ancient: +3 to the saving throw
  Mask of Devil Control
  Wondrous item, legendary (requires attunement)
  While wearing this mask, you are able to dominate the
  mind of any one fiend (devil) that is within 60 feet of your
  position and in your line of sight. The fiend (devil) must
  succeed on a Wisdom saving throw against DC20 or be
  charmed by you for the duration. If you or creatures
  that are friendly to you are fighting the target fiend
  (devil), it has advantage on the saving throw.
  On a failed save, you can use your action to take total
  and precise control of the target. For the next hour, the fiend (devil) only
  takes the actions you choose and cannot do anything that you don't allow. During this
  time, you can also cause the fiend (devil) to use a reaction, but this requires you to use
  your own reaction as well. Each time the fiend (devil) takes damage, it makes a new
  Wisdom saving throw against the mask's effect. If the saving throw succeeds, the effect
  ends. The more powerful the fiend (devil) is, the greater it's chance to resist the mask's
  effect.
  Lemure: +0 to the saving throw
  Lesser Devils: +2 to the saving throw
  Greater Devils: +3 to the saving throw
  Archdevils: Immune
  
  9
  Pipe of Controlling Winds
  Wondrous item, rare
  This pipe is usually crafted from a single piece of glass or
  blue-tinted ceramic. By placing the pipe to your lips and
  blowing out forcefully, you are able to create a large air
  elemental under your control that lasts for up to one hour.
  You cannot summon forth another elemental until 24 hours
  pass from its last activation. While you are in possession of the
  pipe, beings from the Elemental Plane of Air see you as friendly.
  Quatermaster's Chest
  Wondrous item, legendary
  This chest is magically enchanted to bring forth arms and armaments meant to equip a
  platoon of soldiers quickly. Following the uttering its activation word and a hand placed
  on its closed lid, the chest will materialize two weapons (or one weapon and one shield)
  and a suit of armor appropriate for your class and proficiency. If it materializes a ranged
  weapon, it will also provide 20 rounds of appropriate ammunition. The chest can be
  used a total of 50 times before its magic is exhausted. A period of 240 hours must pass
  before it can be used again. The weapons and armor provided are always expertly
  crafted, but they confer no magical bonuses to their wielders. The arms and armor
  created by the chest last for 72 hours, at which time they disappear into harmless mist.
  The arms and armor conjured can be any weapon or armor that has a cost of 50 gp or
  less.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Terran Empire Publishing/Magical Items - Volume One.pdf