TEXT: The Lost Vaults
  A list of magic items converted from the 4th edition of D&D to the 5th.
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  Table Of Contents
  The Lost Vaults
  Alchemical Formulas: page 4
  Potions: page 6
  Reagents: page 7
  Enchanted Whetstones: page 8
  Magic Armors: page 9
  Magic Weapons: page 19
  Holy Symbols: page 32
  Orbs: page 37
  Rods: page 40
  Staffs: page 43
  Wands: page 47
  Shields and Bracers: page 49
  Companion Items: page 54
  Mount Items: page 55
  Feet items: page 56
  Hand items: page 61
  Head Items: page 65
  Neck Items: page 71
  2.1.19 Ring Items: page 76
  Waist Items: page 80
  Wondrous Items: page 84
  Battle Standards: page 91
  Other Consumables : page 92
  Magic Item Tables: page 94
  Credits: page 103
  3
  
  The Lost Vaults
  T
  hought lost to time, these hordes of magical
  items and recipes have been rediscovered and
  shared with the world once more! While some
  of the items only have certain uses, there is a
  little bit for everyone from these old 4th edition
  magical items, being brought in to the 5th
  edition. Please enjoy!
  Alchemical Formulas
  These are meant to help expand upon the currently limited
  lower level alchemical selection available to parties. These
  were previously found within the Adventures Vault, and have
  been modified in order to help fit within 5th Edition. These
  can also be easily modified to fit the Artificer’s Alchemist
  subclass, currently in the Unearthed Arcana, to give them a
  wider selection of bottles to throw!
  Alchemist Fire/Acid/Frost. These pots of mixed
  chemicals that have different reactions when introduced into
  the air. A useful item for those who wish to do elemental
  damage but lack access to spells.
  Range: 20/60 feet
  As an action, make an improvised ranged weapon attack.
  On a hit, the pot breaks on the creature and the contents spill
  out. This pot deals 1d10 damage of frost, acid, or fire
  damage, depending on the pot type.
  Alchemical Silver. This is a flask of specially treated quick
  silver that binds to items that touch it. As an action, you can
  coat 5 pieces of ammunition or one weapon to give that
  weapon the silvered property for means of bypassing
  resistances. The silver wears off after 1 hour.
  Beastbane. This hollow tube is decorated with animals, and
  is filled with alchemical powders that wards off all but the
  most terrible of beasts in the world. As an action, you can
  snap the tube, and release the powders into the air, creating a
  10 foot sphere of dust around you. Any beast type creature
  that enters or ends their turn in the sphere must make a DC
  13 Wisdom saving throw or be Frightened of the area until
  the area ends . This cloud lasts 1 minute, or within the
  presence of moderate or strong winds, 1 round.
  Blastpatch. These crystals contain large amounts of force
  within them. As an action, you can place or hide a blastpatch
  to cover a 5 foot area on the ground. When a creature steps
  on the blastpatch, they must make a DC 13 Dexterity saving
  throw. On a failed save, they take 2d8 force damage, or half
  on a successful save.
  Blinding Bomb. This small hand-held bomb of flash powder
  creates blinding light upon a solid impact.
  Range 20/60 feet
  Using an action, throw the bomb , which creates a 5 foot
  sphere of blinding light centered at the point of impact. All
  creatures in the area must make a DC 13 Constitution saving
  throw or be Blinded until the end of their next turn.
  Bloodstinger Poison. An enhanced poison made from
  insects, this lingering poison is more powerful. Using an
  action, you can coat a single weapon or 5 pieces of
  ammunition, which lasts one minute. When a creature is hit
  with a poisoned weapon, they must make a DC 10
  Constitution saving throw. On a failed save, they take 1d4
  poison damage. At the end of their turns after the first failure,
  they must make repeat the saving throw or take another 1d4
  poison damage. The poison lasts until they save or 1 minute
  passes.
  Clearsense Powder. This extremely fine, silver powder has
  the medical properties, specifically having the effects of
  restoring your primary senses. Using an action, you can
  inhale a pinch of this dust, and make a saving throw to end
  being Blinded and Deafened with advantage. Each pouch
  contains 3 uses each.
  4
  Scribe’s Notes
  I will provide additional insight into the items
  found within vaults thus far. Some context will be
  useful when it comes to the unique nature of these
  arcane objects.
  
  Clearwater Solution. This is a gelatin like white tab
  dissolves quickly in liquids, and helps to remove anything
  harmful. This can even purify the strongest of dwarven ales.
  When applied to a body of water, no bigger than a 5 foot
  cubed (935 gallons), it will remove all diseases, poisons, and
  impurities from it, leaving clean water. If used on a body of
  water bigger than the allowed amount, it will do nothing.
  Dragonfire Tar. A green tar that is covered to protect the
  user from its highly sticky and flammable nature, this is a
  very dangerous substance to throw at any creature or wooden
  building.
  Range: 20/60 feet
  Make an improvised ranged weapon attack. On hit, the
  creature gains fire vulnerability from the next fire damage
  attack that hits it. This effect lasts one minute, or until they
  receive fire damage. Creatures who are have resistance or
  immunity to fire damage take no effect from this.
  Ghoststrike Oil. This clear, sweet smelling oil when applied
  to a weapon leaves behind a ghostly yellow mist when swung.
  As an action, you can coat one weapon or 5 pieces of
  ammunition with this oil. For 1 minute, the weapon is
  considered to be magical for the purposes of bypassing
  damage resistance for undead type creatures.
  Goodnight Tincture. A bottle with green liquid sloshes
  around, the mere taste of which is enough to put down a full
  grown man. When applied to food or drink, it becomes hard
  to notice (DC 16 Perception check). When a poisoned food or
  drink is consumed, after 1 minute has passed, the creature is
  affected by the spell sleep at first level. This effect only
  applies to the creature who consumes the tincture.
  Herbal Poultice. A mixed group of herbal plants that when
  bound to the body with cloth has natural healing properties.
  When applied to the body as an action, you gain 1d4
  temporary hit points until the end of your next short or long
  rest.
  Jolt Flask. A fairly common looking flask of black swirling
  liquid contains a nasty surprise.
  Range 20/60 feet
  When the flask is thrown and breaks, it creates a 5 foot
  sphere of concussive force centered at the point of impact. All
  creatures in the area must make a DC 13 Constitution saving
  throw. On a failed save, they are stunned until the end of their
  next turn.
  Lockburst Chalk. A narrow and long piece of chalk that can
  expand rapidly when broken off at one end, and can be used
  to bypass locks. When inserted into a lock and broken, you
  may make a Dexterity check as if you were proficient with a
  set of lock picking tools. On success, the lock is opened and
  destroyed. On a failed save, you are unable to open the lock
  for one hour, due to the expansion of the chalk in the hole.
  Salve of Slipperiness. This foul smelling green-black oil can
  be used in order to escape from restraints. When applied to
  your body as an action, for the next five minutes enemies
  have disadvantage on Strength (Athletics) checks when
  attempting to grapple you and you have advantage on
  Dexterity (Acrobatics) checks made to escape grapples.
  Slow Step Oil. A chalky white oil that has the ability to slow
  your foes down and prevent escapes. Using an action, you
  can coat 1 weapon or 5 pieces of ammunition, which lasts 1
  minute or until you hit a creature. Creatures hit with a coated
  weapon must make a DC 13 Constitution saving throw. On a
  failed save, their movement is reduced by 10 feet. The save is
  repeated at the end of the creatures turn or until 1 minute
  passes.
  Smoke Stick. A long stick of what seems to be charcoal,
  when this stick of alchemical clay is broken, it instantly
  creates black smoke. Using an action, you can break a Smoke
  Stick, which creates a 5 foot cloud of black smoke that lightly
  obscures all creatures in the area from sight. This smoke
  lasts 1 minute, or within the presence of moderate or strong
  winds, 1 round.
  Tanglefoot Bag. A cloth bag, the inside of which is covered in
  a sticky gel like substance that hardens when mixed upon
  impact.
  Range: 20/60 feet
  Make an improvised ranged weapon attack. On a hit, the
  creature’s speed is reduced to zero until the end of the
  creature’s next turn. This only affects large or smaller
  creatures.
  Thunderstone. A crystal that contains 2 types of liquids in it,
  one white and one black. They mix when the crystal shatters,
  creating a thunderous boom.
  Range: 20/60 feet
  Upon impact with a creature or object, it creates a 5 foot
  sphere of thunderous force centered at the point of impact.
  Creatures in the area must make a DC 13 Constitution saving
  throw. On a failed save, they take 1d6 force damage and are
  Deafened until the end of their next turn, or half as much
  damage on a successful save.
  5
  
  Tracking Dust. A pouch of very fine silver dust that is highly
  valued by rangers and bounty hunters. By using an action,
  you can cover a 10 foot square with the powder. After doing
  so, you gain a +5 bonus to Wisdom (Survival) checks made to
  track footprints within the area, and for tracking footprints of
  creatures that have walked through the area. The powder and
  area lasts for 30 minutes.
  Potions
  These remade potions can help give an edge to both friends
  and foes alike.
  Cryptspawn Potion
  Potion, very rare
  Dispute the fact that this very viscous potions smells like a
  corpse, it is very good for you. When consumed, you regain
  3d4 hit points, and gain resistance to necrotic and poison
  damage for 1 hour. You also make any saves against disease
  with advantage for 1 hour.
  Deathspawn Potion
  Potion, legendary
  A dark gray potion that has no smell, this potion prevents
  even the worst of deaths on the drinker. When this potion is
  consumed, you heal 5d4 hit points. You also gain immunity to
  poison and necrotic damage, and cannot contract any disease
  for 1 hour.
  Elixir of Accuracy
  Potion, rare
  A very sour, blue colored potion that is found within elven
  settlements. When this potion is consumed, your attack rolls
  are increased by 1d6 for 1 hour.
  Elixir of Aptitude
  Potion, uncommon
  An amber potion that swirls in color, and has a sweet smell
  and taste. When this potion is consumed, choose a skill. The
  next skill check made for that skill gains a 1d4 bonus to the
  roll. This effect lasts until the skill check is made, or until 1
  hour passes.
  Elixir of Fortitude
  Potion, rare
  A thick, purple potion that is used to help your body be
  stronger. When this potion is consumed, you may treat a
  Constitution saving throw as if you had rolled a 25. You may
  use this effect once during the 1 hour duration. If this effect is
  not used after the 1 hour passes, the potion’s power
  dissipates.
  Elixir of Reflexes
  Potion, rare
  A thin, pink colored potion that will give the body
  unbelievable dexterity. When this potion is consumed, you
  may treat a Dexterity saving throw as if you had rolled a 25.
  You may use this effect once during the 1 hour duration. If
  this effect is not used after the 1 hour passes, the potion’s
  power dissipates.
  Elixir of Will
  Potion, rare
  A white bubbling potion that enhances the willpower of the
  drinker. When this potion is consumed, you may treat a
  Wisdom saving throw as if you had rolled a 25. You may use
  this effect once during the 1 hour duration. If this effect is not
  used after the 1 hour passes, the potion’s power dissipates.
  Fire Beetle Potion
  Potion, uncommon
  A potion that is red and smoky in color, once consumed, your
  skin glows red and your skin takes on a rough texture. When
  this potion is consumed, you gain resistance to fire damage
  and 5 temporary hit points for 1 hour.
  Gravespawn Potion
  Potion, uncommon
  A deep purple potion that helps with deadly effects. When
  this potion is consumed, you gain resistance to poison and
  necrotic damage. You can also add a 1d4 bonus to saving
  throws made against disease. These effects last for 1 hour.
  Kruthik Potion
  Potion, rare
  A potion made of Kruthik parts, it is a foul smelling, red-
  purple liquid. When this potion is consumed, you gain 3d4
  temporary hit points, and resistance to acid damage for 1
  hour.
  Potion of Clarity
  Potion, uncommon
  A cold, cyan colored liquid fills this potion bottle. When this
  potion is consumed, for the next hour, you may reroll a single
  attack, skill check, or saving throw with a 1d4 bonus. You
  must take the result of this reroll.
  Potion of Mimicry
  Potion, rare
  A very thick, orange, and sweet potion that allows you to
  become disguised. When this potion is consumed, you gain
  the effects of disguise self, gaining the appearance of a
  creature within sight. (Save DC 15). You also gain the
  mannerisms, voice, and speech patterns of the creature,
  granting advantage on Charisma (Deception) checks made to
  pass off as the chosen creature. These effects last for 1 hour.
  6
  
  Potion of Regeneration
  Potion, rare
  A reddish brown, metallic tasting potion. When this potion is
  consumed, you regain 5 hit points at the start of your turn for
  1 minute.
  Potion of Spirit
  Potion, uncommon
  A lavender scented and colored potion that helps your spirit
  remain on the Material Plane. When this potion is consumed,
  you can add a +1 bonus to all death saving throws made for 1
  hour.
  Potion of Stormshield
  Potion, rare
  A potion with a gray color, ozone smell, and metallic sheen.
  When this potion is consumed, you gain resistance to
  lightning and thunder damage for 1 hour.
  Potion of Vigor
  Potion, rare
  A vermillion, normal smelling potion. When consumed, you
  gain 15 temporary hit points for 1 hour.
  Spider Potion
  Potion, legendary
  A strong smelling, sepia colored potion that grants a spider’s
  abilities and resistances. When consumed, you gain 20
  temporary hit points, immunity to poison damage, and the
  effects of the spell spider climb for 1 hour.
  Reagents
  Reagents are spell components that can be used by any spell
  caster in order to modify their spells. They are useful for
  Sorcerers who want to save their Metamagic for more
  important spells.
  Creeping Gatevine
  Reagent, uncommon
  This red flowering vine grows on teleportation gates and
  portals to other planes of existence. This reagent can be used
  as a spell component for any spell that meets the following
  requirements: A spell that has a teleportation effect. If you do,
  you can increase the teleportation range by 10 feet. This
  reagent is consumed on use.
  Dark Clover
  Reagent, uncommon
  A black colored clover that grows wildly in the Shadowfell, or
  locations with strong negative energy. This reagent can be
  used as a spell component for any spell that meets the
  following requirements: a spell that does necrotic damage. If
  you do, you can increase the damage by an additional 1d6.
  The reagent is consumed on use.
  Desert Rose
  Reagent, uncommon
  A yellow rose that only grows in very remote regions of
  deserts and arid areas, this Reagent is used for maintaining
  magic. This reagent can be used as a spell component for any
  spell that meets the following requirements: a spell that
  requires concentration. If you do, you can make Constitution
  saving throws for maintaining concentration with advantage.
  The reagent is consumed on use.
  Black Cave Pearl
  Reagent, rare
  A pearl of swirling black colors, typically found in
  underground lakes. This reagent can be used as a spell
  component for any spell that meets the following
  requirements: a spell that has a charm effect. If you do, the
  creature makes the saving throw against the charm effect
  with disadvantage. This reagent is consumed when used.
  Black Dragon Bile
  Reagent, uncommon
  A Reagent that is created by distilling stomach acid of a Black
  Dragon. This reagent can be used as a spell component for
  any spell that meets the following requirements: a spell that
  does acid damage. If you do, you can add an additional 1d6
  damage to the spell.. This reagent is consumed when used.
  7
  Scribe’s Notes
  Fascinating. Have these always existed in our
  world? You would think these regents would far
  more understood considering the usefulness they
  provide to spell casters.
  
  Brightleaf
  Reagent, uncommon
  These leaves typically bloom in the older forests of the world,
  and never seem to fall, even in winter. This reagent can be
  used as a spell component for any spell that meets the
  following requirements: a spell that deals radiant damage. If
  you do, you can increase the damage by 1d6. This reagent is
  consumed on use.
  Dread Nightshade
  Reagent, rare
  A plant that is related to eggplants in both look and taste, and
  is actually quite deadly. This reagent can be used as a spell
  component for any spell that meets the following
  requirements: a spell that does poison damage. If you do, you
  can increase the damage by 2d6. This reagent is consumed
  on use.
  Flame Rose
  Reagent, uncommon
  A deep red and orange rose that is only found in the hottest
  areas of the world. This reagent can be used as a spell
  component for any spell that meets the following
  requirements: a spell that does fire damage. If you do,
  increase the damage by 1d6. This reagent is consumed when
  used.
  Fundamental Ice
  Reagent, uncommon
  Ice that is formed when water is exposed to the Elemental
  Chaos. This reagent can be used as a spell component for any
  spell that meets the following requirements: a spell that does
  cold damage. If you do, you can also have the targeted
  creatures make a Strength saving throw (if you don't have a
  spell save DC, the save is DC 14). On a failed save, the
  creatures who take cold damage are also retrained by ice
  until the end of their next turn. This reagent is consumed on
  use.
  Glassteel Shard
  Reagent, uncommon
  A special tempered glass that is forged from sand from the
  Elemental Chaos. This reagent can be used as a spell
  component for any spell that meets the following
  requirements: a spell that deals force damage. If you do, you
  can increase the damage by 1d6. This reagent is consumed
  when used.
  Mind Dust
  Reagent, uncommon
  A reagent made from the powdered brain of a mind flayer.
  This reagent can be used as a spell component for any spell
  that meets the following requirements: a spell that deals
  psychic damage. If you do, you can add 1d6 damage. This
  reagent is consumed when used.
  Terror Ichor
  Reagent, uncommon
  A reagent that is made by distilling pixie blood. This reagent
  can be used as a spell component for any spell that meets the
  following requirements: a spell that causes a creature to
  become frightened. If you do, creatures make the saving
  throw against the fear effect with a -1d4 penalty to their rolls.
  This reagent is consumed when used.
  Enchanted Whetstones
  These are items that in 4th edition could be applied to a
  weapon much like an oil or poison, but they typically gave the
  item an elemental type of damage
  Caustic Whetstone
  Whetstone, rare
  A whetstone made of rare green metal that is formed inside
  of Green Dragons. When this whetstone is applied to a melee
  or ranged weapon, the weapon deals an additional 1d6 acid
  damage for 5 minutes. The whetstone is consumed when
  used.
  8
  Scribe’s Notes
  It seems that runes can be applied to special metals
  in order to create special effects for weapons.
  Experimentation with different metal types might
  lead to further results.
  
  Frozen Whetstone
  Whetstone, rare
  A white-blue metal whetstone that is formed in very icy
  regions. When this whetstone is applied to a melee or ranged
  weapon, the weapon does an additional 1d6 cold damage for
  5 minutes. The whetstone is consumed on use.
  Tempest Whetstone
  Whetstone, rare
  A rare metal whetstone that formed from lightning struck
  iron. When this whetstone is applied to a weapon, that
  weapon does an additional 1d6 lightning damage for 5
  minutes. The whetstone is consumed when used.
  Whetstone of Combustion
  Whetstone, rare
  A whetstone that formed from obsidian and produces a
  flammable oil. When this whetstone is applied to a weapon,
  the weapon does an additional 1d6 fire damage for 5
  minutes. The whetstone is consumed when used.
  Whetstone of Venom
  Whetstone, rare
  A whetstone that is formed from iron exposed to poisonous
  pools for an extended period. When this whetstone is applied
  to a weapon, the weapon does an additional 1d6 poison
  damage for 5 minutes. The whetstone is consumed on use.
  Enchanted Equipment
  A wide selection of armor, weapons, and other equipment
  from 4th edition has now been brought to the 5th! I have
  attempted to try to keep the core of what was ordinal while
  adding some additional features to somewhere it made
  sense. You may notice that none of these items have standard
  enchantment bonus, such as +1, +2, or +3. This is because of
  the fact that I will leave that to the DM to decide. However,
  here is a handy guide for such things.
  Enchantment Bonus Suggestions
  When adding an enchantment bonus to a magic item, keep it
  mind that it can increase the rarity of that item.
  Levels
  Bonus to AC / Damage/ Attack
  1 - 6
  +1
  7 - 14
  +2
  15 - 20
  +3
  Magic Armors
  Addergrease Armor
  Armor (leather), rare (requires attunement)
  Forged from poisonous snake and lizard skins, this leather
  armor can spray venom like a cobra when its owner is
  attacked. While wearing this armor, you gain access to the
  following effects:
  This armor has 4 charges, and regains 1 charge at dawn.
  When an attack misses you, you can use a reaction to expend
  a charge to have the armor use the spell poison spray (Save
  DC 15).
  Agile Armor
  Armor (any medium armor), uncommon (requires
  attunement)
  Thanks to the materials and enchantment on this armor, this
  armor is considerably lighter than it normally would be as a
  result. While wearing this armor for purposes of AC, you can
  add your Dexterity modifier to your AC (Max of +4).
  Armor of Attraction
  Armor (scale, breast plate, half plate, splint, or plate), very
  rare (requires attunement)
  The enchantments and material choices of this armor makes
  the armor extremely shiny. Eyes tend to move towards the
  armor, almost irresistibly so... While wearing this armor,
  when a creature within 5 feet of you is targeted by a single
  target attack, you can use a reaction to make the attacker
  make a DC 18 Charisma saving throw. On a failed save, they
  must target you instead. On success, they can't be affected by
  the Armor of Attraction for 24 hours. You also gain an
  additional 1d4 bonus to Charisma (Persuasion) checks.
  Armor of Cleansing
  Armor (any), uncommon (requires attunement)
  This armor is covered in healing symbols, while the inside of
  the armor has many hand like runes that give the impression
  of the touches of clerics. While wearing this armor, whenever
  you regain hit points, you regain an additional 2 (including
  short rests). You also gain a +1d4 bonus for saving throws
  against poisons and diseases.
  9
  
  Aqueous Armor
  Armor (any light armor), very rare (requires attunement)
  Cold when it is touched, this armor also has the appearance
  of being wet, even when it is dry. The armor typically is dyed
  to match the colors of water, with blues and whites. This
  armor grants the wearer with Water breathing. The armor
  also has 5 charges, and regains 1 charge at dawn. Using an
  action, you can expend a charge and polymorph into a water
  elemental for 5 minutes, following the rules of the polymorph
  spell. You can also end the polymorph early as a bonus action.
  Armor of Durability
  Armor (any heavy armor), uncommon (requires attunement)
  This armor shows no signs of wear at anytime, giving the
  impression that this armor can take a hit. While wearing this
  armor, you gain the following effects:
  This armor has 3 charges, and regains 1 charge at dawn.
  As a bonus action you can expend a charge and gain 5
  temporary hit points, and a 1d4 bonus to Constitution saving
  throws. These effects last 1 minute.
  Armor of Exploits
  Armor (any), uncommon (requires attunement)
  Many arcane glyphs cover this armor, and they glow in the
  presence of a spell being cast, seeming to draw it energy.
  Once per day while wearing this armor, this armor can store
  a cantrip spell that is put into the armor by any willing
  creature. The spells save DC, attack bonus, and level are
  those of the caster who puts the spell into the armor. Once
  the spell is used, another spell can't be stored until the next
  dawn. After a long rest, any stored spell is also lost.
  Armor of Negation
  Armor (any) very rare (requires attunement)
  The runes of this armor seems to cover vital areas of the
  wearer, and can seem to move in the presence of danger. Dirt
  and dust never seems to stick to this armor. While wearing
  this armor, you gain the following effects:
  Whenever you succeed on a saving throw and take half
  damage, you may choose to take no damage.
  You can also cast dispel magic on yourself at 4th level once
  per day to end a magical effect. (Bonus of +3 for higher level
  spells)
  Armor of Night
  Wondrous item, very rare
  This black set of clothes shows no reflection, even when wet.
  Torches seem to dim when you walk past them wearing this.
  While wearing this robe, you gain resistance to radiant
  damage. The robe has 5 charges total, and regains 1+1d4
  charges at dawn. As an action, you can expend a charge to
  cast the spell darkness on yourself without concentration.
  You can also expend additional charges to increase the radius
  of the sphere of darkness by 5 feet each charge.
  Armor of Sacrifice
  Armor (any heavy armor), uncommon
  The armor depicts scenes of heroes throwing themselves in
  front of others to protect their allies. While wearing this
  armor, as a reaction you can touch a willing creature within
  range who is undergoing a condition that requires a saving
  throw to end. You transfer the condition to yourself, and you
  may expend a hit die to give yourself advantage on the saving
  throw. The Condition must require a Constitution,
  Intelligence, Wisdom, or Charisma saving throw to transfer.
  You may only use this feature once per day.
  Armor of Starlight
  Wondrous item, rare (requires attunement)
  These cloth set of clothes is a deep blue, with small dots of
  white that seem to twinkle slightly. While wearing these
  clothes, you gain resistance to radiant damage. The set also
  has 5 charges total, and regains 1 charge per night. When you
  are hit with an attack, you can use your reaction to expend a
  charge, causing the stars on the clothes to explode with light.
  The attacker must make a DC 15 Wisdom saving throw or be
  blinded until the end of their next turn (Creature must rely on
  sight). You can also use a bonus action to shed dim light
  within 15 feet around you, and end it with a bonus action.
  Assassinsbane Armor
  Armor (any), very rare (requires attunement)
  This armor depicts many circles on it, with a set of eyes
  moving from circle to circle. While wearing this armor, you
  ignore any disadvantage on Wisdom (Perception) checks that
  rely on sight. You gain a +3 bonus to natural perception.
  Twice per day, you can also cancel a critical hit that is caused
  by a roll with advantage, and cause it to do normal damage.
  10
  
  Beastlord Armor
  Armor (leather or hide), rare
  Decorated with horns, teeth, and bones, this armor is made
  from the skins and parts of many different types of animals.
  While wearing this armor, you can cast speak with animals
  once per day. You also gain a +1d6 bonus to Wisdom (Animal
  Handling) checks made. You also have advantage on Wisdom
  (Survival) checks made to carve or track creatures.
  Bestial Armor
  Armor (leather or hide), uncommon (requires attunement)
  This armor is crafted from skin, fur, and claws of cave bears.
  The enchantments of this armor allows you to draw upon
  their power. While wearing this armor, you gain access to the
  following effects:
  3 times per day, when you take a Dash action you can use a
  bonus action to make a single melee weapon attack. This
  melee attack gains a +1 bonus to attack and damage rolls.
  Bloodiron Armor
  Armor (any heavy armor), rare (requires attunement)
  Armor that is treated and cooled in blood while forged, the
  armor has a reddish tinge to the color. While wearing this
  armor, you have access to the following effects:
  This armor has 5 charges, and regains 1 charge at dawn.
  With a bonus action, you can expend a charge and blood
  mark a target you can see. You gain an additional +2 to attack
  and damage rolls against the target. The mark lasts 1 minute.
  Bloodtheft Armor
  Armor (leather), legendary (requires attunement)
  This armor has runes that constantly bleed, but drips no
  blood. The armor itself seems to always be slick with
  crimson. While wearing this armor when you are hit with an
  attack, you can expend any number of hit die and regain
  temporary hit points equal to the amounts rolled. The
  creature that hit you also must make a DC 20 Dexterity
  saving throw. On a failed save, they take piercing damage
  equal to the amount of temporary hit points you regain, or
  half as much on a successful save, as blood spikes shoot out.
  When you bring a creature to zero hit points, you can use a
  bonus action to regain a single hit die.
  Bolstering Armor
  Armor (any heavy armor) legendary (requires attunement)
  Tales of this armor tell it was worn only by the greatest of
  leaders in all the lands. Runes on the arms on hands tell of
  healing powers. While wearing this armor, whenever you use
  hit dice during a short rest, all creatures you choose within
  20 feet regain half of what you recover. You can also touch a
  willing creature, using an action to expend a hit dice and heal
  the creature by that much. Whenever you regain hit points
  from a spell or item, a creature of your choice within 20 feet
  of you regains half of what you heal.
  Bloodfire Armor
  Armor (leather, scale, or plate), rare (requires attunement)
  Showing depictions of the Nine Hells, this armor is said to be
  made using Tieflings techniques. While wearing this armor,
  you gain fire resistance. This armor has 5 charges, and
  regains 1+1d4 charges at dawn. As a reaction, you can
  expend a charge to cast the spell hellish rebuke at 2nd level
  (save DC 15)
  Bonegrim Armor
  Armor (plate), rare (requires attunement)
  This scary looking armor is composed of a skull helmet, a
  ribcage breast plate, and forelimb bones for the arms and
  legs. While wearing this armor, you gain advantage on
  Charisma (Intimidation) checks, resistance to necrotic and
  poison damage, and no longer require food, water, and sleep.
  Cursed- You are unable to remove this armor as it binds to
  the skeleton of the wearer. It can only be removed with a
  remove curse spell or similar spell. If you die with this armor
  on, you rise as a skeleton, and attack the nearest creature.
  While wearing this armor, you count as an undead for terms
  of turn undead, vulnerabilities, and arcane senses.
  11
  Scribe’s Notes
  Of all the items found thus far, this seems to be the
  only cursed one. Curious… Perhaps the owners of
  these vaults was unaware of this armor's true
  nature?
  
  Breaching Armor
  Armor (any armor) uncommon (requires attunement)
  This seemingly normal set of armor phases through walls
  slightly when touching them, seeming to give a hint to their
  power. Once per day while wearing this armor when you are
  against a wall, you can teleport to the other side without
  requiring line of sight. You cannot teleport if the wall is more
  than 10 feet thick, or if there is an obstacle in the space you
  would appear at (Creature or object). If there is an obstacle,
  you do not teleport, and the power is wasted for the day.
  Briarwine Armor
  Armor, (any heavy armor), rare (requires attunement)
  An armor of Eladrin make, this armor is meant to appear as
  normal clothes until provoked. While wearing this armor,
  whenever you take melee damage the attacker takes 1d4
  piercing damage. This armor appears to be a normal set of
  clothes until it is revealed with a bonus action or you are
  attacked. The armor returns to its other appearance after 1
  minute.
  Champions Armor
  Armor, (scale or plate), rare (requires attunement)
  This armor appears to be slightly worn. Legends tell that the
  spirit of a previous hero from a forgotten era dwells inside the
  armor. While wearing this armor, you gain access to the
  following effects:
  This armor has 3 charges, and regains 1 charge at dawn.
  Whenever you are hit with an attack, as a reaction you can
  expend a charge and gain half the damage you have taken as
  temporary hit points that lasts 1 minute.
  Chaos Weave Armor
  Armor (any armor) very rare (requires attunement)
  This armor has multicolor runes that seem to swirl and spin
  slowly all over. While wearing this armor, whenever you are
  hit with an acid, cold, fire, lightning, or thunder attack, as a
  reaction you can choose to gain resistance to that damage
  type until your next long rest. The elemental resistance type
  can only be changed up to 3 times per day.
  Coral Armor
  Armor (any heavy armor), very rare (requires attunement)
  While this armor seems heavy, when you enter water it
  becomes light as air. While wearing this armor, you gain a
  swimming speed equal to your walking speed and water
  breathing.
  Crystal Armor
  Armor (any heavy armor), uncommon (requires attunement)
  This armor is typically made from a clear or milky quartz and
  prevents negative influences on your senses and mind. While
  wearing this armor, you gain a 1d4 bonus to all Wisdom and
  Intelligence saving throws.
  Darkforged Armor
  Armor (chain shirt, chain mail, scale, or plate), very rare
  (requires attunement)
  Made using Duergar techniques, this dark metal armor is
  known for its extremely powerful resistance to force. While
  wearing this armor, you gain access to the following effects:
  This armor has 3 charges, and regains 1 at dawn. You can
  use a reaction to expend a charge and increase your AC by 2
  for 5 rounds. (30 seconds). This effect can be stacked
  multiple times, however all stacked AC is lost when the first
  used stack expires.
  Defection Armor
  Armor (any heavy armor), legendary (requires attunement)
  Dispute shows some signs of wear and tear, this deceptive
  looking armor is in fact extremely strong. So much so that it
  bounces attacks towards others. While wearing this armor,
  you gain access to the following effects:
  This armor has 5 charges, and you regain 1d4 charges at
  dawn. When a single target attack misses you, you can use a
  reaction to expend a charge, and redirect the attack within
  half the range of the original attack. The original attacker
  must reroll for a new attack against the new target, and you
  can expend an additional charge to give that attack
  advantage.
  Elukian Clay Armor
  Armor (scale or plate), rare
  Typically deep red or pale yellow in color, this clay armor is
  made from enchanted clay from the elemental plane of Earth.
  While wearing this armor, you gain resistance to acid
  damage, and a +1d6 bonus to all Constitution saving throws.
  Once per day, you can also gain immunity to acid damage for
  1 round (6 seconds).
  Faymind Armor
  Armor (any light armor), rare (requires attunement)
  Using enchanted silver from the Faewild, this armor set has
  dancing lights around it that can be used defensively. While
  wearing this armor, 5 motes of light surround you. You can
  have the lights around you provide torch light with a bonus
  action. You can also send one out to hover within 30 feet of
  you. If you leave further than 60 feet of a mote, the mote of
  light returns to you. Once per day, you can use a reaction to
  burn the motes of light against a creature that targets you for
  an attack. The creature must make a DC 16 Charisma saving
  throw. On a failed save, they are stunned until the end of their
  next turn. The motes are destroyed when this is done, and
  return by the next dawn.
  12
  
  Flickersight Armor
  Armor (any light armor), rare (requires attunement)
  Enchanted with Shadowfell magic, this armor is a darker
  color with pitch black runes. While wearing this armor, you
  gain minor dark vision, which makes dim light appear as
  bright light within 15 feet, and darkness appear as dim light.
  Once per day you can cause your body to become semi-
  transparent, gaining advantage on Dexterity (Stealth) checks.
  This effect lasts 5 rounds (30 seconds)
  Fortification Armor
  Armor (scale or plate), uncommon (requires attunement)
  This armor is forged using typical Dragonborn methods, and
  as such is well suited for combat. While wearing this armor,
  whenever you are hit with a critical hit, roll a d20. If you roll a
  16-20, the critical attack becomes a normal hit.
  Frostburn Armor
  Armor (plate), very rare (requires attunement)
  On the outside, this set of plate mail gathers a fine layer of
  frost. However, those who wear it will attest to the warmth
  that it provides. While wearing this armor, you gain
  resistance to extreme heat and cold environments. You also
  gain resistance to cold and fire damage. This armor has 5
  charges, and regains 1d4 charges at dawn. When a friendly
  creature within 10 feet is attacked, you can use your reaction
  to expend a charge and grant that creature resistance to
  either fire or cold damage until the end of your next turn.
  Frozen Armor
  Armor (scale or plate), uncommon (requires attunement)
  Motes of ice float around this armor made of ice, enchanted
  never to melt. Despite its appearance, it keeps the wearer
  warm. While wearing this armor, you gain resistance to
  extreme cold environments. You also gain resistance to cold
  damage. Once per day, you can add 1d6 cold damage to a
  melee or ranged attack.
  Giantdodger Armor
  Armor (leather), rare (requires attunement)
  This very simple looking set of leather armor is very common
  among the halfling heroes of the world, mostly in part due to
  the stories and legends that surround it. While wearing this
  armor, when a creature with a size category larger than yours
  misses with an attack, you can use a reaction to move 1/2
  your walking speed without opportunity attacks. You also
  gain advantage on Dexterity (Stealth) checks against that
  creature until the end of your next turn.
  Heartening Armor
  Armor (scale or plate), uncommon (requires attunement)
  The glyphs on this armor not only give you courage to face
  your fears, but to come back at them as well. While wearing
  this armor, you gain a +1d4 on Wisdom saving throws against
  fear effects. When you are successful on a save against a fear
  effect, you also gain temporary hit points equal to your level.
  Illithid Robes
  Wondrous item, very rare (requires attunement)
  A very tight and slick set of robes, these robes are common
  amongst the mind flayer race. The enchantments upon them
  show the willingness to use thralls as shields. While wearing
  this robe, you gain resistance to psychic damage. 3 times per
  day when you take damage from an attack, you can choose a
  willing creature in sight, and split the damage in half with
  that creature as a reaction.
  13
  Scribe’s Notes
  Imagine my surprise to find out the nature of these
  robes. The Illithid truly do not care for those
  beyond themselves.
  
  Immunizing Armor
  Armor (scale or plate), uncommon
  This armor is sleek and white, giving a sense of purity. The
  runes on the armor glow in the presence of poison and
  disease. While wearing this armor, you gain resistance to
  poison damage. You also make saving throws against poisons
  and diseases with advantage.
  Imposters Armor
  Armor (any heavy armor), uncommon
  A plain looking set of metal armor, with a quick command
  word you can transform this armor into a robe or set of
  clothes. While wearing this armor, you can use a bonus
  action to transform your armor from its current state into a
  set of common clothes or back. You lose the AC armor bonus
  while in common clothes form. You also gain advantage on
  Charisma (Deception) checks to convince others of yours
  clothes being normal.
  Irrefutable Armor
  Armor (any), uncommon (requires attunement)
  A simple but imposing set of armor, useful for making
  creatures bow before you. Once per day while wearing this
  armor, you can force a creature you can see to roll with
  disadvantage against a single Wisdom check or saving throw.
  The creature must rely on sight to be affected. You also gain a
  +1d4 bonus to Charisma (Intimidation) checks.
  Laughing Death Armor
  Armor (any light armor), rare (requires attunement)
  This armor has many sinister looking ornaments on it. A faint
  cackling can be heard when the armor is stuck. While
  wearing this armor, you gain resistance to necrotic damage.
  This armor has 3 charges, and regains 1 charge at dawn.
  When you are hit with a melee attack, use your reaction to
  expend a charge to cast inflict wounds, using your Dexterity
  modifier for the attack roll.
  Lifegiving Armor
  Armor (plate), uncommon (requires attunement)
  This armor is covered in runes and glyphs of protection and
  healing. While wearing this armor, you gain resistance to
  necrotic damage. Once per day while wearing this armor you
  can expend a bonus action to roll a hit die and regain health.
  Loom Weave Armor
  Wondrous item, rare (requires attunement)
  Made with an unusual technique of weaving soil into the
  cloth, it gives the clothes the abilities to wield earthen
  powers. While wearing these clothes, you gain access to the
  following effects:
  These clothes have 2 charges, and regains 1 charge at
  dawn. You can use an action to expend a charge to cast
  Maximilian’s earthen grasp (Save DC 15).
  Martyr's Armor
  Armor (scale or plate), uncommon (requires attunement)
  A crimson tinted armor with transmutation glyphs that can
  help protect allies. While wearing this armor, as a bonus
  action you can touch a willing creature, and suffer a -1
  penalty to AC to increase the creature’s AC by +1 until the
  end of your next turn.
  Meliorating Armor
  Armor (any heavy armor), uncommon (requires attunement)
  A dull steel armor that displays a simple, but well made
  design. While wearing this armor, when you take damage you
  can use a reaction to increase your AC by +1 until the end of
  your next turn.
  Mirrorsheen Armor
  Armor (any light armor), rare (requires attunement)
  Made with magically enchanted metallic threads, the metallic
  sheen of this armor is highly reflective. While wearing this
  armor, you gain resistance to radiant damage. Once per day
  when you are the target of a ranged single target attack you
  can change the target of that attack to another creature
  within 5 feet of you as a reaction. If you are hit with a radiant
  damage attack, all creatures within 5 feet of you must make a
  DC 15 Wisdom saving throw. On a failed save, they are
  blinded until the end of their next turn.
  Pelaurum Armor
  Armor (any heavy armor), uncommon (requires attunement)
  A golden sheen on this set of armor reminds the wearer of
  the might of the sun god. You gain resistance to fire and
  radiant damage while wearing this armor.
  Prismatic Rode
  Wondrous item, legendary (requires attunement)
  A rainbow colored robe that appears in dull colors at first
  before springing to life when used. While wearing this robe,
  when you are hit with an attack of the following elemental
  types, you gain resistance to the elemental type at the end of
  your turn. The elemental types are fire, cold, poison,
  lightning, or acid. This armor has 6 charges, and regains 1
  charge at dawn. You can an action to expend a number of
  charges to cast the following spells
  2 charges- prismatic spray (save DC 20)
  6 charges- prismatic wall (save DC 20)
  14
  Scribe’s Notes
  These robes weren’t exactly hard to spot in the
  vaults. Considering the sheer power these robes
  contain, you might as well stand out.
  
  Rat Form Armor
  Armor (leather), rare (requires attunement)
  Made of many, many tiny hides of rats, with tassels that are
  made of rat tails. While wearing this armor, you gain
  proficiency in Dexterity (Stealth) if you don’t have it already.
  You can also cast polymorph on yourself to turn into a rat
  once per day as an action. The polymorph can be ended early
  with a bonus action.
  Reflexive Armor
  Armor (any heavy armor), rare (requires attunement)
  An armor with specific runes that react when the wearer is in
  danger and helps avoid it. Twice per day while wearing this
  armor, when forced to make a Dexterity saving throw for an
  attack you may use your AC score as your Dexterity save, as
  the armor forms a protective layer to save the wearer.
  Reinforcing Armor
  Armor (scale or plate), uncommon (requires attunement)
  An armor meant for providing additional strength when your
  own reserves run out. While wearing this armor, you gain an
  additional +1d4 on Constitution and Strength saving throws.
  Repulsion Armor
  Armor (padded or leather), uncommon (requires attunement)
  The amount of runes on this armor is a bit excessive. They
  activate when a foe gets too close. 3 times per day while
  wearing this armor, when a creature moves within 5 feet of
  you, you can use your reaction to force the creature to make a
  DC 13 Strength saving throw. On a failed save, they are
  pushed 10 feet away by a force emanated from the armor.
  Righteous Armor
  Armor (plate), rare (requires attunement)
  The armor is inscribed with stories of a zealot on their way to
  smite their foes. While wearing this armor, when you are hit
  with an attack that has advantage against you, you can use a
  reaction to for the attacker to make a DC 16 Wisdom saving
  throw. On a failed save, they take 2d6 radiant damage as a
  holy daggers shoot towards them.
  Robe of Bloodwalking
  Wondrous item, very rare (requires attunement)
  A robe that is said to be made using vampiric methods, this
  robe will reward you for slaying your foes. While wearing this
  robe when you kill a creature within 25 feet, you can use your
  movement to teleport through the blood left by the creature
  to be within 5 feet of it. You can also teleport to any pool of
  blood at least 5 feet in size within 25 feet with your
  movement.
  Robe of Contingency
  Wondrous item, uncommon (requires attunement)
  Stitched with wool made from the Feywild, this robe is
  popular due to its ability to protect its user in a pinch. Once
  per day while wearing this robe, you can use a reaction to
  cast shield, or teleport 15 feet away to a spot you can see.
  Robe of Defiance
  Wondrous item, very rare (requires attunement)
  Robes that are enchanted with magic of the elemental planes,
  these robes come in 3 different types; fire, cold, and lightning.
  While wearing this robe, whenever you take damage of the
  type of robe you are wearing (fire, cold, or lightning), your
  walking speed increases by 10 feet, you regain 2d6 hit points,
  and your next attack deals an additional 1d8 of the elemental
  type of the robe.
  Robe of Forbearance
  Wondrous item, legendary (requires attunement)
  A robe designed to appear ordinary, the inside of these robes
  are actually covered with many different types of protection
  magic. While wearing this robe, whenever you are the target
  of a single attack, add 1d6 to your AC. Whenever you are the
  target of an effect that requires a saving throw, add 1d6 to
  your saving throw.
  Robe of Quills
  Wondrous item, uncommon (requires attunement)
  Spines cover the outside of this robe, which seem to spike up
  whenever you are struck by an attack. While wearing this
  robe, when a melee attack is done against you the attacker
  must make a DC 12 Dexterity saving throw. On a failed save,
  they take 1d4 piercing damage, as well 1 piercing damage
  per turn until they take an action to remove the quills. Any
  creature that grapples you automatically fails the save DC.
  Robe of Sapping
  Wondrous item, very rare (requires attunement)
  Popular robe amongst wizards, these robes help bring down
  armored foes while also protecting themselves. While
  wearing this robe, you gain access to the following features:
  This armor has 5 charges, and regains 1 charge at dawn.
  You can use a reaction to expend a charge and target a
  creature that is attacking you. The attacker must make a DC
  17 Constitution saving throw. On a failed save, their AC is
  reduced by 1d4, and you gain the same amount of AC. This
  effect can only affect one creature, and when used again,
  ends for the previous creature. This effect does not stack if
  multiple charges are used. The effect for you and the affected
  creature ends after 1 minute.
  15
  
  Robe of Scintillation
  Wondrous item, uncommon (requires attunement)
  A robe made of fine silk, this robe can be made to shine
  brightly and even blind foes. While wearing this robe, as a
  bonus action you can have the robe grow with white light,
  similar to a torch. This can be ended at any time. Once per
  day as a reaction, you can create a 10 foot burst of light
  emanating from the robe. All creatures in range must make a
  DC 13 Wisdom saving throw. On a failed save, they are
  blinded until the end of your next turn.
  Robe of the Archfiend
  Wondrous item, legendary (requires attunement)
  These demonic looking robes seem to be crafted from skins
  of humans, devils, and demons. They give off an aura of
  dominance. While wearing this armor, you have access to the
  following effects:
  This armor has 6 charges, and regains 1+1d4 at dawn. You
  can expend a number of charge to do the following actions,
  1 charge- Cast hellish rebuke (save DC 21)
  2 charges- Cast dominate person (save DC 21)
  4 charges- Cast dominate monster (save DC 21)
  Salubrious Armor
  Armor (scale or plate), uncommon (requires attunement)
  The runes on this armor turn red whenever the wearer is
  exposed to healing magic. While wearing this armor,
  whenever you regain hit points while wearing this armor,
  your AC increases by 2 until the end of your next turn.
  Screaming Armor
  Armor (hide, scale, or plate), uncommon (requires
  attunement)
  This armor is decorated with symbols resembling screaming
  humanoids. While wearing this armor, whenever you make
  Charisma (Intimation) checks, increase your roll by 1d4.
  Once per day, you can have the armor release a blood-
  curdling scream. All creatures within 5 feet of you, excluding
  yourself, must make a DC 13 Wisdom saving throw. On a
  failed save, they are frightened of you until the end of your
  next turn. They must be able to hear to be affected.
  Serpentskin Armor
  Armor (any light armor), uncommon (requires attunement)
  This armor is made from, or using, the discarded skin of a
  giant snake and is enchanted to bring out the properties of
  that creature. While wearing this armor, you can gain
  resistance to poison damage once per day for a single attack
  against you. Also once per day, you can disengage and
  increase your speed by 10 feet until the end of your next turn.
  Shared Suffering Armor
  Armor (any), uncommon (requires attunement)
  The enchantments of this armor make it so that those who
  inflict suffering on you will also suffer. While wearing this
  armor, whenever you are undergoing a condition of any type,
  increase all damage you deal by 1d4.
  Shimmering Armor
  Wondrous item, uncommon (requires attunement)
  The magical nature and material of these clothes act as a
  distraction to those who are too close to you. While wearing
  these clothes, you do not have disadvantage when using a
  ranged attack against a target within 5 feet.
  Shocking Armor
  Armor (any heavy armor), legendary (requires attunement)
  Created by forges that have been struck by lightning, this
  armor crackles with electrical energy. While wearing this
  armor, you gain immunity to lightning damage. You can cast
  elemental weapon for lightning damage at 5th level 3 times
  per day. Whenever you are grappled or restrained by a
  creature, the creature takes 2d6 lightning damage at the start
  of their turn.
  16
  
  Skeletal Armor
  Armor (chainmail, scale, or plate), legendary (requires
  attunement)
  Made with bones and enchanted to bring out the necromantic
  energies, this reinforced armor brings forth images of the
  undead and makes them flee. While wearing this armor, you
  gain resistance to necrotic damage. You can also choose to
  add 1d6 necrotic damage to weapon attacks made. Once per
  day, you can cast one of the following features or spells.
  turn undead (save DC 20)
  speak with dead
  vampiric touch (save DC 20)
  Skybound Armor
  Armor (padded or leather), uncommon
  The loose parts of this armor seem to be constantly flowing
  in the wind, and seems to feel light as air. Once per day while
  wearing this armor, you can cast jump on yourself.
  Slick Armor
  Armor (any light armor or hide), uncommon
  This armor seems to glisten with some sort of oil that seems
  to come from the glyphs in the armor. While wearing this
  armor, you can add 1d4 to Strength (Athletics) and Dexterity
  (Acrobatics) checks made to resist being against being
  grappled.
  Snakefang Armor
  Armor (leather or hide), rare (requires attunement)
  Decorated with snake skins and fangs, the enchantments of
  this armor can protect against snakes and strike like them.
  While wearing this armor you gain resistance to poison
  damage. Once per day when an attack hits or misses you, you
  can use a reaction to have the fangs of your armor strike out
  at the attacker. They must make a DC 15 Dexterity saving
  throw. On a failed save, they are poisoned until they make a
  successful DC 15 Constitution save at the end of their turns.
  Solar Armor
  Armor (scale or plate), rare (requires attunement)
  Typically made with an enchanted copper plating, this armor
  seems to soak up sunlight and store it. While wearing this
  armor, you gain access to the following features:
  This armor has 3 charges, and regains 1 charge at dawn so
  long as it is exposed to sunlight for 1 hour. You can expend a
  number of charges in order to use the following abilities and
  spells.
  1 charge: use an action to expend a hit dice to heal.
  1 charge: cast daylight on the armor. (doesn't count
  towards gaining charges)
  1 charge: create a 10 feet sphere of blinding light centered
  on yourself with an action. All creatures in range, excluding
  yourself, must make a DC 16 Wisdom saving throw. On
  failure they are blinded until the end of your next turn.
  Soulwarding Armor
  Armor (any heavy armor), legendary (requires attunement)
  Highly valued by paladins, this armor is used to protect both
  soul and mind. While wearing this armor, you gain resistance
  to necrotic and psychic damage. Your max hit points cannot
  be reduced by effects. Your soul is unable to be taken against
  your will, so long as you are wearing this armor. 3 times per
  day, you can also cast spirit guardians at 5th level (Save DC
  22). Lastly, your mind cannot be read against your will.
  Spirit Link Armor
  Armor (chainmail), very rare (requires attunement)
  This chainmail armor is comprised of both negatively and
  positively enchanted metals and can even help to protect
  nearby allies. While wearing this armor, you gain resistance
  to radiant and necrotic damage. Once per day whenever a
  friendly creature within 15 feet is hit with a necrotic or
  radiant type damage attack, you can have that attack heal the
  ally rather than deal damage as a reaction.
  17
  Scribe’s Notes
  This armor has a similar appearance to that of the
  Bonegrim Armor. Perhaps this is why the cursed
  item went unchecked?
  
  Stalkers Armor
  Armor (leather or hide), very rare (requires attunement)
  A rare mix of both Faewild and Shadowfell magic are
  combined into a single armor set, making this armor a
  hunter’s best friend. Once per day while wearing this armor,
  you can choose a creature you can see and give them a
  Stalker’s mark. The marked creature has disadvantage on
  Wisdom (Perception) checks to spot you, you know the
  cardinal direction of the creature relative to you so long as
  you are on the same plane of existence, and you deal an
  additional 1d6 damage against the marked creature. These
  effects last 6 hours.
  Stoneborn Armor
  Armor (plate), uncommon (requires attunement)
  Armor that is pulled from the earth, then enchanted to give
  the wearer endurance of stone. While wearing this armor,
  you gain a +1d4 bonus to all Constitution saving throws.
  Stoneskin Robes
  Wondrous item, uncommon (requires attunement)
  These gray robes are slightly heavier than normal, thanks to
  the enchanted stone dust that laces the threads. Once per day
  while wearing this robe, you can gain the effects of the
  stoneskin spell until the end of your next turn.
  Stormlord Armor
  Armor (chainmail, scale, or plate), very rare (requires
  attunement)
  Armor depicting stories of the gods of storms, this armor
  helps to protect yourself from the wrath of nature. While
  wearing this armor, you gain resistance to lightning and
  thunder damage. Whenever a friendly creature within 15 feet
  of you is targeted by a lightning or thunder type attack, you
  can use a reaction to have the attack target you instead. If you
  do so, you also gain an additional 1d6 lightning damage to all
  attacks until the end of your next turn.
  Summoned Armor
  Armor (any), uncommon
  Using a modified spell, this enchanted armor can instantly be
  donned or doffed at will. While wearing this armor, as a
  bonus action you can send the armor to an extradimensional
  location. You can also use a bonus action to instantly equip
  the armor.
  Surge Armor
  Armor(any armor), rare (requires attunement)
  A well known set armor, thanks to its ability to keep its
  wearer alive. While wearing this armor, whenever you reach
  zero hit points you automatically succeed one death saving
  throw. Once per day, you can also add 1d4 to a death saving
  throw.
  Survivor's Armor
  Armor (any light armor), rare
  An armor with a reputation of keeping the wearer alive,
  though at a cost. Once per day while wearing this armor,
  when you take damage you can use a reaction to have a
  willing creature within sight take the damage instead.
  Tactician's Armor
  Armor (any heavy armor), uncommon (requires attunement)
  This armor is covered in runes that help to increase
  knowledge of the foes you face. While wearing this armor,
  you may add +1d4 to any checks made to understand a
  creatures history, weaknesses, resistances, or tactics they
  use.
  Thunderhead Armor
  Armor (any heavy armor), rare (requires attunement)
  This armor set shows colorations of purple and gray that
  seem to roll over the metal. While wearing this armor when
  you are hit with a lightning or thunder type attack, you can
  use a reaction to make DC 16 Constitution saving throw to
  gain immunity to lightning and thunder damage until the end
  of your next turn. If you are successful for 3 saves, every save
  after the third grants one point of exhaustion.
  18
  
  Vaporform Armor
  Armor (any light armor), legendary (requires attunement)
  This armor is weightless and has the colors of white and blue
  shifting constantly. While wearing this armor, you have
  access to the following effects:
  This armor has 6 charges, and regains 1+1d4 charges at
  dawn. You can expend a number of charges to use the
  following spells:
  1 charge- misty step
  4 charges- windwalk
  6 charges- investiture of wind (save DC 19)
  Versatile Armor
  Armor (any heavy armor), uncommon (requires attunement)
  This armor has the ability to shift in weight and size, while
  also boosting the wearer speed. While wearing this armor, as
  a bonus action you can suffer a -2 penalty to AC to increase
  your movement speed by 10 feet. You can remove this effect
  with a bonus action.
  Verve Armor
  Armor (any heavy armor), uncommon (requires attunement)
  A lesser and more common version of the Surge armor, it is
  no less useful for keeping its owner alive. Once per day while
  wearing this armor, when you fail a death saving throw, you
  can choose to succeed instead.
  Veteran's Armor
  Armor (any), uncommon (requires attunement by a fighter)
  A worn and used set of armor that is extremely popular
  amongst the fighters who swear by this armor. While wearing
  this armor, when you use an action surge, add a +1d4 bonus
  to all attack and damage rolls made until the end of your turn.
  Voidcrystal Armor
  Armor (any), very rare (requires attunement)
  An armor set made of, or enhanced with black crystals, this
  armor set can help protect you against future attacks. While
  wearing this armor, when a melee attack misses you, you can
  use a reaction to have the void crystals in the armor react to
  the weapon. The attacker must make a DC 17 Wisdom
  saving throw. On a failed save, you gain resistance to that
  melee attack damage type until the attacker rolls a successful
  DC 17 Wisdom save at the end of their turns. If the attack
  was an unarmed attack, or made with natural weapons such
  as claws or horns, on a failed save the attacker also takes 2d6
  force damage.
  Warsheath Armor
  Armor (plate), rare (requires attunement)
  An armor made of layers of enchanted steel, the layers of this
  armor grow stronger the more foes you have around you.
  While wearing this armor, for every 2 creatures you have
  within 5 feet of you, your AC increases by 2.
  Whiteflame Armor
  Armor (any medium or heavy armor), uncommon (requires
  attunement)
  The enchantments of this armor absorbs elemental energies
  to help protect the user. Once per day while wearing this
  armor, you can gain resistance to one of the following
  elemental types until the end of your next turn; fire, radiant,
  lightning, or thunder.
  Wildleaf Armor
  Armor (padded, leather, or hide), rare (requires attunement)
  Made from Feywild leaves, this armor is used by rangers to
  help them move through nature with ease and stealth. While
  wearing this armor, you ignore difficult terrain of any type.
  You can also cast pass without a trace once per day.
  Zealots Armor
  Wondrous item, very rare (requires attunement)
  Cloth vestments adorned with prayers of a cleric who devoted
  their life to the destruction of the undead. While wearing this
  robe, you gain +1d6 to attack and damage rolls made against
  undead creatures. Whenever you are hit by an undead
  creature, you can use a reaction to cause the armor to react
  with a holy smite, causing 3d6 radiant damage to the
  attacker. Once per day, you can also cast daylight on the
  armor.
  Magic Weapons
  Acidic Weapon
  Weapon (any sword or spear), uncommon (requires
  attunement)
  A weapon that spills acid as it is used, helping to deal more
  damage while extending range. While wielding this weapon,
  this weapon does an additional 1d4 acid damage. Once per
  day, you can cause the acid to surge on the weapon,
  extending the range of attacks made with the weapon by 5
  feet until the end of your turn.
  19
  Scribe’s Notes
  Some of my military contacts are going to want to
  see this. A useful armor for getting soldiers to the
  battlefield. I can see that going well.
  Scribe’s Notes
  Armor like this is why I brought those of the faith
  with me to the vaults. Several of these items
  contain religious context that is lost on someone
  like me.
  
  Assassins Weapon
  Weapon (any light weapon), rare
  A weapon that is enchanted in order to not only help bring
  down a target, but make sure they can't escape as well. While
  wielding this weapon, when a creature is hit with this
  weapon, they must make a DC 16 Constitution saving throw.
  On a failed save, they take 2d4 poison damage or half on a
  successful save. Once per day, you can have a special poison
  flow into the blade, which lasts 1 minute, or until your next
  hit. A creature hit with this poison must make a DC 16
  Constitution saving throw or be affected by the slow spell.
  Avandra's Whisper
  Weapon (any light weapon), very rare (requires attunement by
  a cleric or paladin)
  This weapon is inscribed with prayers of the goddess of luck.
  This weapon can be considered a holy symbol for purposes of
  a cleric or paladin to cast spells (You must worship Avandra
  to gain this effect). While wielding this weapon, you can also
  add this weapons enchantment bonus to spell attacks and
  damage rolls. Twice per day, you may reroll an attack roll
  made with weapon before knowing the results of the
  outcome, keeping the results of the second roll.
  Battering Weapon
  Weapon (any bludgeoning weapon), rare
  The enchantments on this weapon allow it to hit with the
  force of an earthquake. While wielding this weapon, once per
  day, you slam this weapon on the ground and cause a quake.
  Make a single weapon attack roll against all creatures
  standing on the ground with 15 feet of you. If this feature is
  used against a structure, it is considered to be a critical hit
  against the building.
  Battlecrazed Weapon
  Weapon (any axe or blade), uncommon (requires attunement)
  The runes of this weapon glow when being hit against a
  creature, seeking to draw blood. While wielding this weapon,
  whenever you hit a creature with this weapon, they are Battle
  marked. Every attack that hits the marked creature with this
  weapon increases the amount of damage done by this
  weapon +1 per hit, with a maximum of +3. Only one battle
  mark can exist at a time and hitting a new creatures ends the
  previous mark. The mark lasts 1 minute.
  Battlemaster's Weapon
  Weapon (any), very rare (requires attunement by a fighter)
  A weapon that is highly sought after by fighters of the world.
  While wielding this weapon, once per day you can use a
  bonus action to regain a use of an Action Surge. You may only
  use this feature if you already have the Action Surge feature.
  Bilethorn Weapon
  Weapon (any melee), very rare (requires attunement)
  An enchanted weapon that oozes a rare black poison that
  mimics the most recent pain inflicted. Once per day while
  wielding this weapon, when you deal damage with this
  weapon, you can have the black poison take effect. At the
  start of your next turn, the most recent creature that took
  damage from your weapon takes the same amount of weapon
  damage again, but the damage type is changed to poison.
  Blackshroud Weapon
  Weapon (any axe or blade), rare
  These enchanted weapons have a gray coloration that turns
  black when a creature is killed. When this weapon is used to
  kill a creature, you may choose to Hide after doing so.
  20
  
  Blacksmelt Weapon
  Weapon (any hammer, flail, or mace), rare
  A weapon made using Duergar methods, these weapons pack
  an extra punch behind them. While wielding this weapon, 3
  times a day you can double the damage dice rolled for a
  single attack with this weapon.
  Blade of Bahamut
  Weapon (great sword), legendary (requires attunement by a
  cleric or paladin)
  This platinum blade is adorned with lapis lazuli throughout,
  and contains prayers of the Dragon of Justices' battles. This
  weapon can be used as a holy symbol for spells casted by a
  paladin or cleric, and can also add this weapons enchantment
  bonus to your spell attacks and damage (You must worship
  Bahamut to gain this effect). Once per day while wielding this
  weapon, you can channel the power of Bahamut into the
  blade, causing 25 foot sphere burst of holy force centered on
  yourself. All hostile creatures in range must make a DC 19
  Dexterity saving throw. On a failed save, they take 3d8
  radiant damage, or half as much on a successful save. All
  allied creatures in range take no damage, and instead regain
  hit points equal to the amount of damage rolled.
  Blade of Night
  Weapon (any light blade), rare (requires attunement)
  The blade of this weapon can bring about the darkness of
  night with a vital strike. When you score a critical hit with
  this weapon, the creature is blinded until the end of their next
  turn. They must rely on sight in order to be blinded. Once per
  day as a bonus action, you can call upon the night within the
  blade to create of 10 foot tall and wide cylinder of night
  centered on yourself, which blocks line of sight to all
  creatures outside of it. This effect lasts until the end of your
  next turn.
  Bloodclaw Weapon
  Weapon (any melee), uncommon
  The hilt of the weapon digs into the hands of the wielder, and
  draws the blood into the runes of the weapon. You can draw
  your own blood to empower the weapon. You take 1d4
  damage. If your next weapon attack hits, the creature takes
  an additional 2d4 damage. The damage increases to 3d4 if
  the weapon is wielded with 2 hands.
  Bloodiron Weapon
  Weapon (any), very rare (requires attunement)
  This weapon is enchanted and crafted using demonic
  methods, so as such, the weapon is very good at inflicting
  pain. Whenever this weapon does critical damage, the
  creature takes damage equal to the critical damage again at
  the start of your next turn, as the creature is forced to re-
  experience their previous pain.
  Bloodthirsty Weapon
  Weapon (any melee), very rare
  This weapon draws in blood into the runes, and remembers
  the blood of the creatures it drinks. When you deal weapon
  damage against a creature (excluding elementals, constructs,
  and undead), this weapon gains a charge type of the creature
  type that was damaged. Once the blade has 3 charges of a
  single creature type, the weapon deals an additional 2d6
  damage against creatures of that type. All charges are lost
  after a long rest.
  Brilliant Energy Weapon
  Weapon (any), legendary (requires attunement)
  Weapons with this enchantment are infused with light that
  can pass through armor. This weapon gives off 10 feet of
  bright light, and 10 feet of dim light unless covered or
  sheathed. You can change the damage type of this weapon
  from its normal type to radiant, and back again. This weapon
  has 3 charges, and regains 1 charge at dawn. You use an
  action to expend a charge to have the blade of light attempt to
  pass through a creature’s defenses for a single attack. Roll a
  standard attack. The creature must make a DC Dexterity
  saving throw equal to, or greater than your attack roll, or take
  the weapons damage as radiant damage.
  Bronzewood Weapon
  Weapon (any melee), rare
  A weapon that was created with the intention of combating
  the forces of the Shadowfell. When an undead creature is hit
  with this weapon, the creature must make a DC 16 Wisdom
  saving throw. On failure, they are surrounded by a golden
  light, that gives them the effects of the faerie fire spell until
  the end of their next turn.
  Chaos Weave Weapon
  Weapon (any) very rare (requires attunement)
  This weapon is enchanted with glyphs that call upon the
  Elemental Chaos to help bypass defenses of weapon
  resistances. When a creature with resistance to non-magical
  piercing, slashing, or bludgeoning is hit with this weapon,
  they take an additional 3d6 damage of this weapon’s damage
  type.
  21
  Scribe’s Notes
  Some of the faithful of amongst the workers seem
  quite astonished at the translations of the prayers
  on this blade. My contacts in the church are going
  to be very interested in studying this weapon.
  
  Cloaked Weapon
  Weapon (any), rare
  Using a modified version of the invisibility spell, this weapon
  shares properties of that spell. The weapon is invisible to
  everyone but the wielder. As such, attacks made with this
  weapon have advantage until you make a successful hit on a
  creature or object, which reveals the weapon to everyone.
  The weapon regains its invisibility spell after a short or long
  rest while sheathed.
  Cold Iron Weapon
  Weapon (any), rare (requires attunement)
  This weapon is enchanted and made with Shadowfell
  methods, so as such, is a bane against native fey creatures.
  This weapon does an additional 1d6 damage against fey
  creatures. Once per day when you hit with this weapon, you
  can force the creature to make a DC 15 Dexterity saving
  throw. On a failed save, they are restrained by shadows until
  the end of their next turn. If the creature is a fey creature,
  they also take 1d10 necrotic damage.
  Communal Weapon
  Weapon (any melee), uncommon
  The glyphs of this weapon glow as your allies get closer. 3
  times per day when a friendly creature within 5 feet of you
  rolls a d20, you can use a reaction to grant them a +1d4 to
  that roll. You must be wielding this weapon to use this effect.
  Controlling Weapon
  Weapon (any polearm), rare (requires attunement)
  This polearm has the ability to keep foes out of reach of you
  with waves of force. While wielding this weapon whenever
  you make a shove attack, you can push them 15 feet rather
  than 5 feet thanks to your polearms force. 3 times per day
  whenever a creature enters your combat range, you can use a
  reaction to make a shove action against them with this
  weapon.
  Crusader's Weapon
  Weapon (any hammer or mace), rare (requires attunement by
  a cleric or paladin)
  A common weapons used by high ranking clerics and
  paladins due to its many useful features. This weapon deals
  half of its damage as radiant damage. This weapon counts a
  holy symbol for casting spells as a paladin or cleric, and you
  can add this weapons enchantment bonus to spell attacks
  and damage. You also gain the use of an additional Channel
  Divinity per day.
  Cunning Weapon
  Weapon (any melee), rare (requires attunement)
  The runes on this weapon makes any poison or oil applied to
  it much more useful. Whenever a creature that is hit with this
  weapon has to make a saving throw, they suffer a -1d6
  penalty to their saving throw until the end of your turn.
  Deathstalker Weapon
  Weapon (any), uncommon
  This weapons wounds are black and withered, and are
  difficult to heal as a result. This weapon deals an additional
  1d4 necrotic damage.
  Decerebrating Weapon
  Weapon (any hammer or mace), rare (requires attunement)
  The enchantments on these weapons weaken the mind of
  creatures that are hit with it. Creatures who take damage
  from this weapon suffer a -1d4 penalty to Wisdom saving
  throws made until the end of their next turn. If you hit with a
  critical, they also make their Wisdom saving throws with
  disadvantage until the end of their next turn.
  Defensive Weapon
  Weapon (any), uncommon (requires attunement)
  The transmutation runes on this weapon allows it to assist
  with your armor when being defensive. While wielding this
  weapon when you take the Dodge action, you can add +2 to
  your AC until the end of your next turn, thanks to the weapon
  adding to your armor. You can't make opportunity attacks
  with this weapon if you use this feature.
  Demonbane Weapon
  Weapon (any), rare (requires attunement)
  This weapon emanates mist from the Astral sea, which repels
  demons. This weapon deals an additional 1d10 damage to
  demons. While wielding this weapon, you also can reduce
  any damage done by a demon to you by 1d10 as a reaction, as
  the mist surrounds you to protect you.
  22
  
  Desiccating Weapon
  Weapon (any finesse weapon), very rare (requires
  attunement)
  The enchantments on this weapons help to guide nimble
  weapons towards tendons and weak points of the body. When
  a creature is hit with this weapon, they suffer a -1 penalty to
  Constitution and Dexterity saving throws until they succeed
  on a DC 17 Constitution save at the end of their turn. This
  effect continues to stack until they make a successful
  Constitution save at the end of their turn.
  Determined Weapon
  Weapon (any thrown), rare, (requires attunement)
  The runes of this weapon allow your determination to hit a
  target be carried into the weapon itself. When this weapon is
  thrown, it returns to the thrower at the end of your turn, if
  able. The weapons normal and long range increases by 5 feet
  for each +1 modifier you have for Strength or Dexterity
  (Wielder’s choice). Once per day if this weapon misses after
  being thrown, you can choose to have it not return to you. At
  the start of the targets turn, make another thrown weapon
  attack with the missed weapon. Afterwards, the weapon
  returns to you.
  Distance Weapon
  Weapon (any ranged), uncommon
  Weapons enchanted with these runes flash slightly when
  fired, granting additional force to their shots. Increase the
  normal range of this weapon by 15 feet and the long range by
  30 feet.
  Dread Weapon
  Weapon (any), rare, (requires attunement)
  This weapons design is intimidating, and thanks to the
  enchantments, the dread it brings can be forced upon foes.
  This weapon does an additional 1d6 psychic damage.
  Creatures who are hit by this weapon must make a DC 16
  Wisdom saving throw. On a failed save, they suffer a -2
  penalty to their AC, saving throws, and checks until the end of
  their next turn. Creatures who are immune to being
  frightened don't suffer this effect.
  Dynamic Weapon
  Weapon (any melee), uncommon
  Transmutation runes on this weapon allow it to take the form
  of other weapons, making this useful for adapting mid-fight.
  As a bonus action, you can transform this weapon into any
  other melee weapon. This can be ended as a bonus action,
  and the weapon returns to its original form.
  Earthbreaker Weapon
  Weapon (axe, hammer, mace, war pick, or sling), rare
  The magical nature of these weapons has negative effects on
  soil and earth. This weapon does critical damage against
  structures that are made with earthen materials, such as
  stone or brick. You can also cast mold earth 3 times a day
  while wielding this weapon. Creatures that are made of earth,
  such as Earth Elementals, Clay Golems, and Stone Golems,
  are considered to be vulnerable to damage from weapons
  with this enchantment.
  Elukian Clay Weapon
  Weapon (any bow or crossbow), rare
  These ranged weapons are made with enchanted clay from
  the Elemental Plane of Earth, and is surprisingly flexible. You
  can draw this weapon as a part of an action. Once per day, if
  you miss an attack with this weapon, you can reroll the attack
  with a +1d6 bonus to the attack roll. You must keep the new
  attack roll results.
  23
  Scribe’s Notes
  It’s very odd to see stone bend like that. Such
  amazing creativity must have gone into the crafting
  of this weapon.
  
  Farslayer Weapon
  Weapon (any melee), very rare (requires attunement)
  What seems to be an ordinary weapon at first, when this is
  swung through the air, cuts appear beyond your normal
  reach. Whenever you make a melee attack with this weapon,
  you may extend the range of the weapon to target creatures
  within 10 feet. Weapons with reach can target creatures
  within 15 feet.
  Feyslaughter Weapon
  Weapon (any), rare
  A weapon designed to deal with Fey creatures and other
  creatures that tend to teleport. This weapon does an
  additional 1d6 damage to fey creatures. Creatures that are hit
  with this weapon must also make a DC 15 Intelligence saving
  throw. On a failed save, they cannot use any spell or ability
  that allows them to teleport until the end of their next turn.
  Flanking Weapon
  (Note: This magic item is only usable if your DM allows the
  optional flanking rule)
  Weapon (any melee), rare (requires attunement)
  These weapons grow more powerful as your allies draw
  closer. You are considered to be flanking a creature so long as
  you have an allied creature within 5 feet of you and are
  holding this weapon. If the allied creature also has a Flanking
  Weapon, increase your damage and attack rolls by +1d6
  while you are within range of the allied creature.
  Flesh Seeker
  Weapon (any light melee weapon), uncommon
  Thanks to the enchantments, this thinner than usual weapon
  is easily able to slip through think armored plates. 3 times
  per day when you hit a creature with this weapon, you can
  use a bonus action to gain a +1d4 bonus to you next attack
  against the same creature with this weapon.
  Footpad's Friend
  Weapon (any light blade), rare (requires attunement by a
  rogue)
  The perfect weapon for the charming rouge, this weapon is
  as sharp as your smile. When you deal damage with your
  sneak attack, you can add your Charisma modifier to the
  damage rolls of this weapon.
  Force Weapon
  Weapon (any), rare
  This weapon shimmers with force as it is swung, giving hints
  to its powerful nature. You can change the damage type of
  this weapon to force damage, or back again. Once per day,
  when you hit a creature with this weapon, you can force them
  to make a DC 16 Strength saving throw. On failure, they are
  pushed 15 feet.
  Forceful Weapon
  Weapon (any bow), very rare
  The sheer amount of energy that is put into every shot of this
  bow can push back foes. When a creature is hit with attacks
  from this weapon, they must make a DC 17 Strength check.
  On a failed save, they are pushed 5 feet.
  Gambler's Weapon
  Weapon (any light blade), uncommon
  A blade that is popular amongst the very lucky, or the
  unlucky; it depends on who is telling the story. Whenever you
  make an attack with this weapon, you can choose to roll 1d6
  -3. The result is added or subtracted from your damage and
  attack rolls until the end of your turn.
  Ghost Chain Weapon
  Weapon (any ranged), legendary (requires attunement)
  Ammunition fired from this ghostly weapon leaves behind a
  mist that can become a solid chain tied to the target. When
  this weapon hits, you may use a bonus action to cause the
  Ghost Chain to become tangible. The hit creature must make
  a DC 19 Dexterity saving throw. On a failed save, the chain
  attaches successfully to the creature. Once the chain is
  attached, any previous created chain fades away. You can end
  the Ghost chain at any time. When a Ghost Chain is attached
  to a creature, you may use a bonus action to do one of the
  following:
  The attached creature must make a DC 20 Strength saving
  throw. On a failed save, you can pull them 15 feet towards
  you or knock them prone.
  The attached creature must make a DC 20 Dexterity saving
  throw. On a failed save, they are retrained by the Ghost Chain
  until the make a DC 20 Acrobatics (Dexterity) check to
  escape at the end of their turn.
  Graceful Weapon
  Weapon (flail, any heavy blade, light blade, or spear), rare
  The delicate and light nature of this weapon allows you to
  quickly react. Twice per day when a creature within range
  attacks you, you may use your reaction to make a single
  melee attack with this weapon.
  24
  Scribe’s Notes
  I find that my spells are more reliable than any
  single weapon. Why anyone would trust such a
  fickle piece of enchanted steel is beyond me.
  
  Grasping Weapon
  Weapon (any polearm), uncommon
  The head of this weapon has a malleable feature that allows
  it to extend the reach of the wielders grab. You can use the
  range of the polearm when making a grab action, with the
  head of this weapon opening up to reach out and grab the
  target. The weapon can still be used to attack the grappled
  creature even while using this feature.
  Healing Weapon
  Weapon (any ranged), very rare (requires attunement)
  The thread of this ranged weapon is made of enchanted
  clerical bandages, and you can invoke their power. 5 times
  per day, you can use an action to cast the spell cure wounds,
  using the range of the weapon to cast it. (Wisdom is the
  modifier for the spell). You can expend additional charges of
  the bow to cast cure wounds at a higher level, one use per
  higher level. You must be wielding this weapon to use these
  features.
  Holy Healer's Weapon
  Weapon (quarterstaff, or mace), uncommon, (requires
  attunement by a spell caster)
  This weapon is useful for healers who aren't afraid to be on
  the front lines as well. Add an additional 1d4 to all healing
  spells you cast while wielding this weapon.
  Impaling Weapon
  Weapon (any ranged), very rare (requires attunement)
  Weapons with this enchantment fire with such power that
  they can easily pierce through foes. Once per round, if you kill
  a creature with this weapon, you can make another ranged
  attack to a creature within 10 feet of the killed creature, as
  the ammunition pierces through to the other creature.
  Inescapable Weapon
  Weapon (any), uncommon (requires attunement)
  Weapons with this enchantment causes the accuracy to
  increase with each miss. Whenever you miss an attack with
  this weapon, you gain a cumulative +1 bonus to attack rolls
  against the same target (Up to a +3). You lose this bonus if
  you hit the target, or attack a different target.
  Inspiring Weapon
  Weapon (any), uncommon
  This is a weapon commonly used by bards or paladins who
  wish to lead their group. Once per day while wielding this
  weapon, you can grant all allies within 5 feet of you a bonus
  to attack and damage rolls equal to your Charisma modifier.
  This lasts until the end of each allies’ turn.
  Jagged Weapon
  Weapon (any axe, heavy blade, or light blade), rare
  The weapon is very jagged, pitted, and scarred, helping it to
  dig out flesh when it hits. Increase the critical hit range of the
  weapon by 1.
  Legendary Weapon
  Weapon (any), legendary (requires attunement)
  A weapon both told with, and helps to tell, great legends of
  heroes. Whenever you score a critical hit with this weapon,
  you gain an extra action (you can only gain this bonus once
  per round). The critical range of this weapon is increased by
  1. You can also cast commune once per day, and ask heroes
  of the past for advice.
  25
  
  Luck Lender
  Weapon (any), legendary
  A weapon that takes bad luck, and can turn it into good luck.
  Whenever you roll with disadvantage with this weapon, this
  weapon gains 1 charge. Whenever you roll a 1 on an attack
  roll with this weapon, this weapon gains 3 charges. There is
  no limit to the number of charges this weapon can store,
  however the number of charges within the weapon resets to 2
  after a long rest. You can expend as many charges you would
  like. If you do, your next attack or damage roll with this
  weapon gains a bonus equal to the amount of charges
  expended within the last 24 hours.
  Lullaby Weapon
  Weapon (flail, any hammer, mace, quarterstaff), uncommon
  A weapon that is useful for bringing down foes into slumber
  so that you can escape. Once per day, when you hit a creature
  with this weapon, you can choose to cast the spell sleep on
  the hit creature instead of doing damage. The sleep spell only
  affects the hit creature.
  Mage's Weapon
  Weapon (any blade), uncommon (requires attunement)
  A weapon popular with war mages and eldritch knights, it
  allows the wielder to exchange magical power for physical
  power. You can choose to expend a spell slot of level one or
  higher to add a bonus to the damage roll equal to the level of
  spell slot burned to the next attack with this weapon.
  Mauling Weapon
  Weapon (any hammer, mace, or heavy blade), rare
  This weapon is useful for destroying and knocking down
  foes. This weapon does 1d6 additional damage against
  objects and constructs. 3 times per day when you hit a target
  with this weapon, you can force them to make a DC 15
  Dexterity saving throw. On a failed save, they are knocked
  prone.
  Medic's Weapon
  Weapon (any), uncommon
  A weapon common with paladins and clerics for the ability to
  use excessive divine energy for healing. While wielding this
  weapon, whenever you use a Channel Divinity, you can
  choose an ally within 15 feet of you, and they regain hit points
  equal to your Charisma modifier or Wisdom modifier
  (Wielder’s choice).
  Mindiron Weapon
  Weapon (any bow or crossbows), very rare (Requires
  attunement)
  An iron weapon that is typically wielded by Mind Flayer
  thralls, this weapons projects into mind and body. You can
  cause half the damage dealt by this weapon to do psychic
  damage. Twice per day, when you make an attack roll with
  this weapon you can force the target to make a Wisdom
  saving throw. Roll a standard attack. The creature must meet
  or succeed your attack throw vs. their Wisdom saving throw,
  or take the weapons damage as psychic damage on a failure.
  26
  Scribe’s Notes
  So few creatures seem to have defenses against
  assaults on the mind. The Illithid truly are quite
  dangerous for this reason.
  
  Moradin's Weapon
  Weapon (any hammer), legendary (requires attunement by a
  cleric or paladin)
  This hammer is decorated with the All Hammers' symbols,
  and carries a very heavy weight. If you worship Moradin, or a
  similar god, you may use this weapon as a holy symbol for
  casting spells as a paladin or cleric, adding its enchantment
  bonus to spell attack and damage rolls. 3 times per day when
  you use this weapon to make an attack, you can slam the
  hammer on the ground and bring down Moradin's wrath
  down on foes. Choose any number of creatures within a 15
  foot sphere focused on yourself. They must make a DC 21
  Constitution saving throw. On a failed save, they take 4d6
  radiant damage, or half as much on a successful save.
  Necrotic Weapon
  Weapon (any axe, heavy blade, or light blade), very rare
  (requires attunement)
  This weapon creates very powerful wounds that tend not to
  heal. You can cause half the damage dealt by this weapon to
  be necrotic damage. Twice per day, when you hit a creature
  with this weapon you can force them to make a DC 18
  Constitution saving throw. On a failed save, they gain
  vulnerability to necrotic damage until the end of your turn.
  This has no effect if the creature is immune to necrotic
  damage.
  Oathblade
  Weapon (any blade), uncommon (requires attunement)
  A weapon that is commonly used by bounty hunters, who
  want to bring down a target. Once per day while wielding this
  weapon, you can cast hunter’s mark.
  Opportunistic Weapon
  Weapon (any melee), uncommon
  This enchantment speeds up your reaction time when an
  enemy chooses to flee. Twice per day, when you make an
  opportunity attack with this weapon equipped, you can attack
  twice.
  Overreaching Weapon
  Weapon (any polearm), legendary
  This weapon has the ability to extend out further than
  standard polearms. The reach of this weapon is 10 feet,
  making the total range of the weapon 15 feet. This weapon
  has 5 charges, and regains 1 charge at dawn. You can extend
  the range of the polearm even further, to a total of 30 feet.
  This effect lasts until the end of your turn.
  Paired Weapon
  Weapon (any one handed melee weapon), uncommon
  This weapon can suddenly become two in an instant. As a
  bonus action you can duplicate the weapon, or turn it back
  into a single weapon.
  Paralyzing Weapon
  Weapon (any ranged), very rare (requires attunement)
  This ranged weapon has symbols of snakes and spiders on it,
  and venom drips from the ammunition fired from it. This
  weapon has 4 charges, and regains 1 charge at dawn. You
  can expend a charge to poison a single weapon attack with
  venom. This venom lasts 1 minute or until it hits a creature.
  On hit with this weapon, the creature must make a DC 18
  Constitution saving throw. On a failed save, they are
  paralyzed. They can repeat this save at the end of their turns.
  Creatures immune to poison damage or being poisoned are
  immune to this effect.
  Parrying Weapon
  Weapon (any melee), uncommon (requires attunement)
  This weapon allows its user to help defect blows with ease,
  regardless of training. Once per day, when you are hit with a
  melee attack, you can use your reaction to roll 1d6. You can
  reduce the damage taken by the result. If you have the parry
  feature, you can use your superiority dice amount. You must
  be wielding this weapon to use this feature.
  Piercing Weapon
  Weapon (spear), rare (requires attunement)
  This spear has been modified and enchanted in order to dig
  out a foes flesh and leave them bleeding. Twice per day, when
  you hit a creature with this weapon, you can cause them to
  bleed. At the start of the targets turn, they take damage equal
  to your Strength or Dexterity modifier (your choice). This
  effect continues until they succeed a DC 15 Constitution
  saving throw at the end of their turn.
  Pinning Weapon
  Weapon (any melee), uncommon (requires attunement)
  Attacking with this weapon allows you to make sure foes
  don't flee. You can use the weapon to make a grapple as a
  part of an attack action.
  Point Blank Weapon
  Weapon (any ranged), uncommon (requires attunement)
  The enchantments of this weapon prevents close quarters
  actions against you. You don't have disadvantage on ranged
  weapon attacks for having a hostile creature within 5 feet of
  you when using this ranged weapon.
  27
  
  Poisoned Weapon
  Weapon (any bow, crossbow, light blade, war pick, or spear),
  uncommon (requires attunement)
  This weapon can be used in order to help weaken a foe. Once
  per day, when you hit with this weapon, you can force the
  target to make a DC 13 Constitution saving throw. On a failed
  save, they are poisoned until the end of their next turn.
  Predatory Weapon
  Weapon (any), very rare (requires attunement)
  This weapon can be used to bring down a single target very
  effectively. When you hit a creature with this weapon, you can
  put a Predatory mark on the creature. Only one creature can
  have a predatory mark at a time. The marked creature takes
  an additional 1d8 damage from your weapon attacks and an
  additional 2d8 on critical hits.
  Prime Shot Weapon
  Weapon (any ranged), uncommon
  This weapon is enchanted with runes that reward the wielder
  for seeking out lonely foes and snipers. This weapon deals an
  additional 1d4 damage against hostile creatures who have no
  allies within 5 feet of them.
  Quick Weapon
  Weapon (any), uncommon (requires attunement)
  This weapon can move with lightning fast speed thanks to
  the enchantments. Once per day, when you make an Attack
  action with this weapon, you can make an additional single
  attack on a creature within range.
  Radiant Weapon
  Weapon (any), very rare
  This weapon burns with light, and can sear foes rather than
  wound them. You can convert all damage done by this
  weapon into radiant damage. This weapon also deals an
  additional 1d8 radiant damage on critical.
  Reckless Weapon
  Weapon (any melee weapon), uncommon
  The weapon prefers force rather than safety for its wielder.
  Once per day, you can make a reckless attack. Your first
  attack made with this weapon has advantage. All attacks
  against you until the start of your next turn also have
  advantage.
  Rendering Weapon
  Weapon (any axe), uncommon
  Axes with this enchantment demand that once you have
  wounded a foe, that you finish them. When you make a
  critical attack with this weapon, you can make a second
  single weapon attack against them. This effect can only be
  used once per round.
  Reproachful Weapon
  Weapon (any melee), uncommon (requires attunement)
  Strikes from these weapons tend to leave foes less likely to
  respond. Once per day, when you hit a creature with this
  weapon, they suffer a -1d4 penalty to their next attack roll.
  Retribution Weapon
  Weapon (any melee), rare
  This weapon demands vengeance against foes that have
  wounded you. Whenever you are hit by a critical attack by a
  creature, you deal an additional 2d6 damage against that
  creature for 1 minute. You must be wielding this weapon to
  use this feature.
  Ricochet Weapon
  Weapon (sling), rare (requires attunement)
  Stones fired from this sling have a tendency to hit more than
  one foe. This weapon has 3 charges, and regains 1 charge at
  dawn. When you make a ranged attack with this weapon you
  can expend a charge and target another creature within 15
  feet of the first target, making a second attack roll for this.
  28
  
  Righteous Weapon
  Weapon (any melee), rare (requires attunement)
  This weapon is used in order to punish the wicked for their
  ways. Twice per day, when you hit with creature with this
  weapon, you can force them to make a DC 15 Wisdom saving
  throw. On a failed save, the creature is Incapacitated until the
  end of their next turn. If the creature is neutral evil or chaotic
  evil, the creature is instead Stunned until the end of their next
  turn.
  Sacrificial Weapon
  Weapon (any melee), uncommon (requires attunement)
  This weapons demands something in exchange for its power.
  Whenever you hit a creature with this weapon, you can use a
  hit die in exchange for adding the amount rolled on the hit die
  to the damage of the attack.
  Scalebane Weapon
  Weapon (any) uncommon
  This weapon is a lesser version of a much more powerful
  enchantment, but nonetheless still useful against dragons.
  This weapon does an additional 1d4 damage against dragon
  type creatures.
  Shadow Spike
  Weapon (any light blade), legendary (requires attunement)
  The runes and glyphs of this weapon are perfect for any
  assassins or rouges. This weapon has 7 charges, and regains
  1d4+1 charges at dawn. While wielding this weapon, you can
  use an action to expend a number of charges to cast the
  following spells:
  1 charge: invisibility on self
  3 charges: greater invisibility on self
  5 charges: mislead
  Shapechanger's Sorrow
  Weapon (any axe or blade), rare
  This weapon was meant to hunt down Doppelgangers, and
  other creatures that change their form. This weapon deals an
  additional 1d6 damage against any creature that is not in its
  original form. Once per day, when you hit a creature with this
  weapon, you can force a creature back into its original form.
  If the shape change is based on an ability, it immediately
  ends. If the shape change is based on a spell, the caster must
  make a concentration check with disadvantage.
  Skewering Weapon
  Weapon (war pick or spear), uncommon (requires
  attunement)
  This weapon, when striking a foe, can leave behind a shard
  that can hold a foe in place. Once per day, when you hit a
  creature with this weapon, you can force them to make a DC
  14 Strength saving throw. On a failed save, they are
  restrained until the end of their next turn.
  Skyrender Weapon
  Weapon (any ranged), rare (requires attunement)
  Typically found in areas where harpies are common, these
  enchantments are used to bring down flying foes. Whenever
  a flying creature is hit with this weapon, they must make a
  DC 17 Strength saving throw. On a failed save, their flying
  speed is halved until the end of their next turn. Once per day,
  when a flying creature is hit with this weapon and fails the
  saving throw, you can also cause the creature to fall 30 feet. If
  they hit the ground, they also fall prone, but suffer no fall
  damage.
  Snipers Weapon
  Weapon (any crossbow), rare
  This crossbow is enchanted in order to allow it to fire as far
  as possible, and as accurate as possible. This weapon can fire
  at its long range without disadvantage. Once per day, you can
  also add your Wisdom modifier to attack rolls made with this
  weapon until the end of your turn.
  29
  Scribe’s Notes
  I try not to let my bias affect my notes when it
  comes to these items. Harpies are a rare
  exemption. Good riddance.
  
  Splitting Weapon
  Weapon (any flail), rare
  This flail has the ability to split apart when it is swung,
  allowing for multiple hits. Twice per day, when you make an
  attack action against a target with this weapon, you can also
  target another creature that is within 5 feet of both you and
  the first creature with the same attack roll.
  Staggering Weapon
  Weapon (any axe, flail, any hammer, any heavy blade, or
  mace), uncommon
  The power of this weapon allows you to move opponents
  further away. Whenever you shove a creature while wielding
  this weapon, you shove them 10 feet rather than 5 feet. Once
  per day, when you hit a creature, you can also use a shove
  action.
  Stormbolt Weapon
  Weapon (any hammer, or spear), very rare (requires
  attunement)
  This weapon pulses with electrical energy and can summon
  lightning down on your foes. This weapon deals an additional
  1d6 lightning damage. Once per day, you can cast the call
  lightning spell with this weapon.
  Stout Weapon
  Weapon (any hammer, axe, mace, war pick, or quarterstaff),
  rare
  This weapon is enchanted so that it can attack the nature of a
  creature's body, rather than their armor. Once per day, when
  you attack a creature with this weapon, you can have the
  creature make Constitution saving throw. Make a standard
  attack roll. The creature’s saving throw must meet or exceed
  your attack roll or they take the weapons damage.
  Strongheart Weapon
  Weapon (any melee), uncommon
  The runes on this weapon can help your body overcome
  negative effects. 3 times per day, you can ignore the effects of
  being poisoned or paralyzed until the end of your turn. This
  does not end the condition. You must be wielding this
  weapon to gain this feature.
  Subtle Weapon
  Weapon (any melee), uncommon (requires attunement)
  This weapon looks ordinary, which helps its arcane effects
  take place when foes least expect it. Whenever you have
  advantage on attacks with this weapon, you can add 1d4 to
  damage rolls made with weapon.
  Swiftshot Weapon
  Weapon (any crossbow), uncommon
  This weapons glyphs allow the wielder to move with unusual
  quickness. This weapon does not have the loading property.
  Twice per day, you can use a bonus action to make a single
  attack with this weapon.
  Tenacious Weapon
  Weapon (any), legendary (requires attunement)
  This weapon is well known for its dependability in battle. 5
  times per day, you may attack with this weapon with
  advantage. This advantage cannot be canceled out by
  disadvantage. You must be wielding this weapon to gain this
  feature.
  Thieving Weapon
  Weapon (any light blade), uncommon (requires attunement)
  The design of this weapon is part tool, part distraction. While
  attacking with this weapon, you can use a bonus action in
  order to make Dexterity (Sleight of Hand) check to steal
  something on the creature vs. the creature’s natural
  perception, due to the blades distracting nature. You must
  have one hand free to use this feature.
  Thoughtstealer Weapon
  Weapon (any thrown weapon), rare
  This weapon can not only harm a creature, but also allows
  you to read surface thoughts. When a creature is hit with this
  weapon, they must make a DC 15 Intelligence saving throw.
  On a failed save, you learn the answer to a yes or no question
  that the creature knows. If the creature doesn't know the
  answer, you learn nothing. This feature has no effect on
  creatures with lower than a 6 Intelligence score.
  Thunderbolt Weapon
  Weapon (any ranged), very rare (requires attunement)
  This weapon enchants ammunition with energy, and can even
  fire lightning itself. You can cause all damage done by this
  weapon to be lightning damage. Once per day, you can cast
  lightning bolt with this weapon.
  Thundergod Weapon
  Weapon (any melee), rare (requires attunement)
  Loud thunderclaps erupt from this weapon when it collides
  with an opponent. This weapon does an additional 1d6
  thunder damage. When you take a Dash action, you can use a
  bonus action to make a single weapon attack against a
  creature with this weapon. On hit, they take an additional 2d6
  thunder damage.
  30
  
  Tigerclaw Gauntlets
  Wondrous item, very rare (requires attunement)
  This spiked gauntlet grants those who fight with fists to strike
  with the power and speed of a tiger. While wearing these
  gloves, whenever you make unarmed attacks, you can have
  the damage type be slashing rather than bludgeoning.
  Whenever you take a Dash action with these gloves equipped,
  increase your walking speed by 5 feet. Whenever you take a
  Dash action, you can use a bonus action to make 2 unarmed
  strikes against a single target.
  Transference Weapon
  Weapon (any) rare
  This weapon takes the sufferings that you are experiencing
  and can share it with foes. Whenever you are undergoing a
  status condition, if you hit a creature with this weapon, the
  creature also experiences that condition until the end of their
  next turn.
  Transposing Weapon
  Weapon (any), very rare (requires attunement)
  This weapon allows one to quickly move around the
  battlefield, as well as swap places with foes. This weapon has
  2 charges, and regains 1 charge at dawn. While wielding this
  weapon You can expend a charge to do one of the following.
  Cast dimension door
  When you hit a creature with the weapon, swap places with
  the creature.
  Trespasser's bane
  Weapon (any melee), legendary (requires attunement)
  This weapon will make a foe who attempts to flee you regret
  doing so. While wielding this weapon, whenever you make an
  opportunity attack, you can use an attack action against them,
  using the full amount of weapon attacks allowed. Any
  creature you hit with an opportunity attack with this weapon
  has their speed reduced by 10 feet per hit until the end of
  their next turn. If a creature's speed is reduced to zero as a
  result of the feature of this weapon, you knock them prone.
  Tyrant Weapon
  Weapon (any melee), rare
  This harsh looking weapon looks to capitalize on an enemies'
  weakness. Whenever a creature you hit is undergoing a
  status condition, this weapon does an additional 1d6 damage
  to that creature. Critical attacks against creatures undergoing
  a status condition are also knocked prone.
  Vampiric Weapon
  Weapon (any blade), rare (requires attunement)
  This weapon draws the life from its victims and gives it to the
  wielder. All damage this weapon does is necrotic. Twice per
  day, when you make an attack with this weapon you can have
  the weapon cast vampiric touch, using the weapons attack
  roll for the spell attack.
  Vanguard Weapon
  Weapon (any melee), uncommon (requires attunement)
  This weapon is favored by knights and fighters looking to
  charge to the front to protect allies. Once per day, when you
  make a dash action, all friendly creatures you come within 5
  feet of while dashing gain a +2 bonus to their AC until the
  end of their next turn. You must be wielding this weapon to
  use this feature.
  Vengeful Weapon
  Weapon (any melee), uncommon (requires attunement)
  When an ally is being harried by the enemy, this weapon
  kicks into action to bring them down. 3 times per day while
  wielding this weapon, whenever a friendly creature within 10
  feet of you takes damage, you can choose to use a reaction to
  gain a 1d4 bonus to attack and damage rolls against the
  attacker until the end of your next turn.
  31
  
  Voidcrystal Weapon
  Weapon (any melee), very rare (requires attunement)
  A weapon made of a black crystal material, and enchanted to
  bring out the crystal's power. This weapon does an additional
  1d6 force damage. This weapon has 3 charges, and regains 1
  charge at dawn. When you hit a creature with an attack from
  this weapon, you can choose to expend a charge to cast
  banishment on the creature. (Save DC 18).
  Waterbane Weapon
  Weapon (any axe, any crossbow, any heavy blade, any light
  blade, or spear), rare
  This weapon was created by Sea Elves in order to hunt down
  enemies of the ocean. You suffer no penalties for using this
  weapon underwater. This weapon gains a +1d6 bonus to
  attack and damage against creatures underwater.
  Withering Weapon
  Weapon (any melee), very rare, (requires attunement)
  This weapon weakens the armor and resolve of foes that are
  hit with it. Every time a creature is hit with this weapon, their
  AC is reduced by 1. This feature stacks with multiple hits.
  They can remove this effect with a DC 17 Constitution saving
  throw at the end of their turn.
  Wounding Weapon
  Weapon (any axe, any crossbow, any blade, or spear),
  uncommon (requires attunements)
  This weapon is enchanted to be able to deal massive wounds
  to a creature. Once per day, when you attack with this
  weapon, you can choose to instead cast inflict wounds, using
  the weapons attack roll as the spell attack.
  Holy Symbols
  Holy symbols are objects used by Clerics and Paladins as a
  sign of their gods and goddesses. I have converted them into
  5th edition, and changed the abilities around to fit the theme
  of each holy symbol.
  Black Feather of the Raven Queen
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships the Raven Queen)
  A black feather of a raven painted with the Raven Queen's
  symbol, this symbol allows you to protect the departed from
  undeath. You can add this item’s enchantment bonus to spell
  attack and damage rolls of cleric and paladin spells. While
  you are attuned to this holy symbol, you can cast the spell
  gentle repose instantly without spending a spell slot. This
  feature can be used once per day. You must be carrying this
  item to use these features.
  Cog of Erathis
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Erathis)
  A blue metal cog that is the symbol of Erathis' will to create
  civilization. The power of this holy symbol allows you to
  protect others from forces against civilization. You can add
  this item’s enchantment bonus to spell attack and damage
  rolls of cleric and paladin spells. . Once per day while attuned
  to this item, you can cast protection from energy instantly
  without spending a spell slot. You must be carrying this item
  to use these features.
  Dragonscale of Bahamut
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Bahamut)
  A dragonscale shaped holy symbol displaying the symbol of
  the Dragon of Justice. This scale allows you to keep those
  who flee justice in place. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. Once per day while attuned to this item, you can cast
  hold person instantly without spending a spell slot. You must
  be carrying this item to use these features.
  32
  Scribe’s Notes
  It is best to always have experts on hand for fields
  of study where one lacks knowledge. The study of
  the divine is one such field for me.
  
  Eye of Ioun
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Ioun)
  An eye shaped holy symbol of the Goddess of Knowledge.
  This holy symbol allows you to understand all who come to
  you. You can add this item’s enchantment bonus to spell
  attack and damage rolls of cleric and paladin spells. Once per
  day while attuned to this item, you can cast tongues instantly
  without spending a spell slot. You must be carrying this item
  to use these features.
  Fist of Kord
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Kord)
  A fist shaped symbol of the God of battle. This symbol allows
  to summon an example of Kord's might. You can add this
  item’s enchantment bonus to spell attack and damage rolls of
  cleric and paladin spells. Once per day while attuned to this
  item, you can cast spiritual weapon instantly without
  spending a spell slot. You must be carrying this item to use
  these features.
  Mask of Melora
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Melora)
  A holy symbol shaped like a leaf or shell, that carries the
  symbol of the Goddess of nature. This holy symbol allows you
  to bring the presence of Melora to a location. You can add
  this item’s enchantment bonus to spell attack and damage
  rolls of cleric and paladin spells. Once per day while attuned
  to this item, you can cast plant growth instantly without
  spending a spell slot. You must be carrying this item to use
  these features.
  Moon Disk of Sehanine
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Sehanine)
  A blueish gray stone disk that carries the sign of the Moon
  God. Using the power of this symbol allows you to call upon
  the moon at any time. You can add this item’s enchantment
  bonus to spell attack and damage rolls. Once per day while
  attuned to this item, you can cast moonbeam instantly,
  without spending a spell slot. You must be carrying this item
  to use these features.
  Moradin's Indestructible Anvil
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Moradin)
  A metal, anvil shaped holy symbol of the father of the
  dwarves. This symbol can be used to find creations of god of
  artisans. You can add this item’s enchantment bonus to spell
  attack and damage rolls of cleric and paladin spells. Once per
  day while attuned to this item, you can cast locate object
  instantly, without spending a spell slot. You must be carrying
  this item to use these features.
  33
  
  Star of Corellon
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Corellon)
  A star shaped pendant that carries the mark of the God of
  Magic. You can call upon this symbol to remove dark magic
  from this world that is a blight to Corellon. You can add this
  item’s enchantment bonus to spell attack and damage rolls of
  cleric and paladin spells. Once per day while attuned to this
  item, you can cast dispel magic instantly, without spending a
  spell slot. You must be carrying this item to use these
  features.
  Stone of Avandra
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Avandra)
  A round stone that is carved with the symbol of the Goddess
  of Luck. Using this stone can remove a cursed fate. You can
  add this item’s enchantment bonus to spell attack and
  damage rolls. Once per day while attuned to this item, you
  can cast remove curse instantly, without spending a spell slot.
  You must be carrying this item to use these features.
  Sun Disk of Pelor
  Holy symbol, rare (requires attunement by a cleric or paladin
  who worships Pelor)
  A stone disk decorated with the symbol of the God of the
  Sun. Pelor's power allows the warmth of the sun even in the
  darkest night. You can add this item’s enchantment bonus to
  spell attack and damage rolls of cleric and paladin spells.
  Once per day while attuned to this item, you can cast daylight
  instantly, without spending a spell slot. You must be carrying
  this item to use these features.
  Symbol of Astral Might
  Holy symbol, uncommon (requires attunement by a cleric or
  paladin)
  This holy symbol shows depictions of the Astral Sea, and
  stands as a bulwark against the Elemental Chaos. You can
  add this item’s enchantment bonus to spell attack and
  damage rolls of cleric and paladin spells. Once per day while
  attuned to this item, you can cast detect magic without
  having the spell prepared. You must be carrying this item to
  use these features.
  Symbol of Brilliance
  Holy symbol, very rare (requires attunement by a cleric or
  paladin)
  This holy symbol is an example of the guiding light of faith
  and the darkness of doubt. You can add this item’s
  enchantment bonus to spell attack and damage rolls of cleric
  and paladin spells. 3 times per day while attuned to this item,
  you can cast blindness without spending a spell slot. You
  must be carrying this item to use these features.
  Symbol of Censure
  Holy symbol, very rare (requires attunement by a cleric or
  paladin)
  This holy symbol displays scenes of those who turn away
  their fate and are punished for doing so. You can add this
  item’s enchantment bonus to spell attack and damage rolls of
  cleric and paladin spells. 3 times per day while attuned to this
  item, you can cast command at 2nd level without spending a
  spell slot. You must be carrying this item to use these
  features.
  Symbol of Confrontation
  Holy symbol, uncommon (requires attunement by a cleric or
  paladin)
  This holy symbol is used by Crusaders who seek to confront
  the enemies of their religion. You can add this item’s
  enchantment bonus to spell attack and damage rolls of cleric
  and paladin spells. Once per day while attuned to this item,
  you can cast protection from evil and good without preparing
  the spell. You must be carrying this item to use these
  features.
  Symbol of Damnation
  Holy symbol, legendary (requires attunement by a cleric or
  paladin)
  A very rare symbol and controversial holy symbol that depicts
  the suffering of non-believers. You can add this item’s
  enchantment bonus to spell attack and damage rolls of cleric
  and paladin spells. You are considered to have the spell
  banishment prepared at all times while attuned to this item.
  Whenever you cast the spell banishment, banished creatures
  take 1d8 radiant or necrotic damage (caster’s choice) per
  turn. You must be carrying this item to use these features.
  34
  Scribe’s Notes
  There were calls to have this item destroyed. I’ll be
  gods damned if I let them do that.
  
  Symbol of Dedication
  Holy symbol, very rare (requires attunement by a cleric or
  paladin)
  Prayers and depictions of this holy symbol show the rewards
  of the faithful. You can add this item’s enchantment bonus to
  spell attack and damage rolls of cleric and paladin spells. You
  are considered to be under the effects of the bless spell and
  the aid spell. If these effects is dispelled, you regain it the
  following dawn. You must be carrying this item to use these
  features.
  Symbol of Dire Fate
  Holy symbol, uncommon (requires attunement by a cleric or
  paladin)
  This holy symbol is called upon by those in dire straits. You
  can add this item’s enchantment bonus to spell attack and
  damage rolls of cleric and paladin spells. The first time you
  fall below zero hit points, make a DC 15 Constitution saving
  throw. If you succeed, you instead drop to 1 hit point instead.
  This feature can only be used once per day. You must be
  carrying this item to use these features.
  Symbol of Divine Reach
  Holy symbol, uncommon (requires attunement by a cleric or
  paladin)
  This holy symbol is shaped like out reaching hands,
  symbolizing the need to reach out to your god for assistance.
  You can add this item’s enchantment bonus to spell attack
  and damage rolls of cleric and paladin spells. You can
  increase the range of your ranged spells by 10 feet by using a
  bonus action while attuned to this item. You must be carrying
  this item to use these features.
  Symbol of Divinity
  Holy symbol, rare (requires attunement by a cleric or paladin)
  This symbol is called upon when you need the power of your
  deity to manifest. You can add this item’s enchantment bonus
  to spell attack and damage rolls of cleric and paladin spells.
  Once per day, as an action you can expend a 3rd level spell
  slot to regain the use of a Channel Divinity while attuned to
  this item. You must be carrying this item to use these
  features.
  Symbol of Freedom
  Holy symbol, rare, (requires attunement by a cleric or
  paladin)
  This holy symbol represents the freedom that is granted and
  given by the deities. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. Once per day while attuned to this item, you can cast
  freedom of movement instantly, without spending a spell slot.
  You must be carrying this item to use these features.
  Symbol of Good Fortune
  Holy symbol, uncommon (requires attunement by a cleric or
  paladin)
  This symbol tells it wielder that the divine will always have
  the side of the faithful. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. Once per day while attuned to this item, you can add
  an additional 1d4 to any spell attack roll. You must be
  carrying this item to use these features.
  Symbol of Lifebonding
  Holy symbol, rare (requires attunement by a cleric or paladin)
  Depictions of this symbol shows the sacrifice of the gods, and
  gives an example to follow. You can add this item’s
  enchantment bonus to spell attack and damage rolls of cleric
  and paladin spells. Once per day while attuned to this item,
  you can cast warding bond instantly, without using a spell
  slot. You must be carrying this item to use these features.
  Symbol of Mortality
  Holy symbol, uncommon (requires attunement by a cleric or
  paladin)
  This symbol shows a representation of the soul, and how it
  needs to be protected. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. Once per day while attuned to this item, you gain an
  additional use of Turn Undead. If you do not have Turn
  Undead, you gain the ability to use it. You must be carrying
  this item to use these features.
  Symbol of Penitence
  Holy symbol, rare (requires attunement by a cleric or paladin)
  This holy symbol is used by those who seek forgiveness of
  their deity. You can add this item’s enchantment bonus to
  spell attack and damage rolls of cleric and paladin spells.
  Once per day, when you take damage, you can use a reaction
  to regain 2d6 hit points. You must be carrying this item to use
  these features.
  35
  
  Symbol of Perseverance
  Holy symbol, rare (requires attunement by a cleric or paladin)
  This symbol is carried by those who faith never wavers, even
  those close to death. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. Once per day while attuned to this item, when a
  friendly creature within sight falls below zero hit points, you
  can use a reaction to expend one of your hit dice, and allow
  the creature to regain that amount. You must be carrying this
  item to use these features.
  Symbol of Radiant Vengeance
  Holy symbol, legendary (requires attunement by a paladin)
  This holy symbol is a representation of the wrath of your god
  or goddess. You can add this item’s enchantment bonus to
  spell attack and damage rolls of cleric and paladin spells. 3
  times per day while attuned to this item, whenever you cast a
  smite spell, you can add an additional 2d6 radiant damage to
  the spell. You must be carrying this item to use these
  features.
  Symbol of Renewal
  Holy symbol, very rare (requires attunement by a cleric or
  paladin)
  Typically carried by clergy that feel like their deity has given
  them a second chance. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. You are considered to have the spell raise dead
  prepared at all time. Once per week while attuned to this
  item,, you can ignore the component cost of the spell raise
  dead. You must be carrying this item to use these features.
  Symbol of Reproach
  Holy symbol, uncommon (requires attunement by a cleric or
  paladin)
  This holy symbol tells of the dangers of going against the
  ways of the deities. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. Once per day while attuned to this item, you can cast
  the spell bane instantly, without spending a spell slot. You
  must be carrying this item to use these features.
  Symbol of Resilience
  Holy symbol, uncommon (requires attunement by a cleric or
  paladin)
  Clergy who carry this symbol feel a resilience to keep their
  faith more strongly. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. Once per day while attuned to this item, when you are
  required to make a Constitution saving throw for
  concentration, you can roll with advantage. You must be
  carrying this item to use these features.
  Symbol of Revivification
  Holy symbol, legendary (requires attunement by a cleric or
  paladin)
  Through the power of the gods, heroes can be restored to life
  to fight in their name once more. This is the story engraved
  on this symbol of the faithful. You can add this item’s
  enchantment bonus to spell attack and damage rolls of cleric
  and paladin spells. You always have the spell resurrection
  prepared while attuned to this item. Once a month while
  attuned to this item, you can ignore the component cost of
  the resurrection spell, so long as the creature has been dead
  less than a year. Creatures restored with this feature also do
  not suffer the -4 penalty. You must be carrying this item to
  use these features.
  Symbol of Sacrifice
  Holy symbol, legendary (requires attunement by a cleric or
  paladin)
  Typically carried by only the most extreme of clergy, this holy
  symbol is an example of the sacrifices made by those of the
  faithful. You can add this item’s enchantment bonus to spell
  attack and damage rolls of cleric and paladin spells.
  Whenever you deal damage to a creature with a spell, you can
  roll any number of d6 to deal damage to yourself as you draw
  your own life-force into the symbol. You deal additional
  damage with your attack equal to the amount of damage you
  dealt yourself. You must be carrying this item to use these
  features.
  Symbol of Shielding
  Holy symbol, rare (requires attunement by a cleric or paladin)
  This holy symbol proves to the faithful that the gods watch
  over and protect their flock. You can add this item’s
  enchantment bonus to spell attack and damage rolls of cleric
  and paladin spells. Once per day while attuned to this item,
  you can cast shield of faith instantly, without spending a spell
  slot. You must be carrying this item to use these features.
  36
  
  Symbol of Sustenance
  Holy symbol, very rare (requires attunement by a cleric or
  paladin)
  Clergy carry this symbol so they can continue their prayers
  despite any condition. You can add this item’s enchantment
  bonus to spell attack and damage rolls of cleric and paladin
  spells. 3 times per day while attuned to this item, you can
  choose to succeed on any concentration check made for your
  spells. You must be carrying this item to use these features.
  Symbol of the War Priest
  Holy symbol, very rare (requires attunement by a cleric or
  paladin)
  Carried by paladins and war priests, this symbol is a
  representation of both the mercy and wrath of your deity. You
  can add this item’s enchantment bonus to spell attack and
  damage rolls of cleric and paladin spells. Whenever you cast
  a spell that deals damage to a creature, you can expend
  another spell slot of the same level to heal a creature within
  15 feet the same amount of damage dealt. Whenever you cast
  a spell to heal hit points of a creature, you can expend a spell
  slot of the same level to deal damage to a creature within 15
  feet equal to the amount healed. Spells that list they fully heal
  or kill a creature cannot be used for these features. You must
  be carrying this item to use these features.
  Symbol of Vengeance
  Holy symbol, uncommon (requires attunement by a paladin)
  This symbol explains that smites are an extension of your
  deities vengeance against their foes, and empowers your
  smites to follow that example. You can add this item’s
  enchantment bonus to spell attack and damage rolls of cleric
  and paladin spells. Once per day while attuned to this item,
  you can add 1d6 to a smite spell’s damage. You must be
  carrying this item to use these features.
  Orbs
  In 4th edition, Orbs were spell casting implements meant for
  wizards. I have modified the orbs to also be used by sorcerers
  since they don’t tend to have items meant for them. These
  orbs typically grant a once a day ability.
  Orb of Arcane Generosity
  Orb, legendary (requires attunement by a wizard or sorcerer)
  This magical orb is a prime example that not all spell casters
  are selfish. You can add this item’s enchantment bonus to
  your spells attack and damage rolls. Whenever you cast a
  spell of 5th level or higher, all friendly creatures within 10
  feet of you regain 2d4 hit points. You must be holding this
  item to gain these effects.
  Orb of Augmented Stasis
  Orb, rare (requires attunement by a wizard or sorcerer)
  An orb that can reach into the mind of creatures and hold
  them in place. You can add this item’s enchantment bonus to
  spell attack and damage rolls. Once per day, you can channel
  your power through the orb to psychically hold them in place.
  Using an action, target a creature within 25 feet. The
  creature must make an Intelligence saving throw equal to
  your save DC. On a failed save, the creature is considered
  restrained until the end of their next turn as they are mentally
  held in place. You must be holding this item to gain these
  effects.
  Orb of Coercive Dementia
  Orb, legendary (requires attunement by a wizard or sorcerer)
  This very powerful orb is used in duels against other magic
  users. You can add this item’s enchantment bonus to your
  spells attack and damage rolls. Once per day, you can attempt
  to dig out the memories of a creature. Target a creature
  within 25 feet, and force them to make an Intelligence saving
  throw equal to your save DC. On a failed save, they lose the
  use of a spell slot of highest level for the creature, until the
  end of their next short or long rest, as you remove the
  memory of that spell from their mind. You must be holding
  this item to gain these effects.
  Orb of Crimson Commitment
  Orb, very rare (requires attunement by a wizard or sorcerer)
  Users of this orb are typically known to as blood mages, due
  to their usage of their bodies to enhance their spells. You can
  add this item’s enchantment bonus to your spell attack and
  damage rolls. Whenever you cast a spell that requires an
  attack roll, you can draw your life force into the orb to
  enhance the spell. Using a bonus action, expend the use of
  any number of hit dice, rolling the die. Add the results of the
  roll to the attack and damage rolls of the spell. You must be
  holding this item to gain these effects.
  Orb of Crystalline Terror
  Orb, rare (requires attunement by a wizard or sorcerer)
  A green crystal orb that weakens the will of creatures who
  gaze upon it. You can add this item’s enchantment bonus to
  your spells attack and damage rolls. Once per day, you can
  weaken the willpower of a creature trying to resist your
  spells. When a creature is attempting to make a Wisdom
  saving throw against your spell, you can use a bonus action to
  reduce their saving throw by 1d6. You must be holding to this
  item to gain these effects.
  37
  Scribe’s Notes
  Obscene and powerful, the ability to remove one's
  memories. None the less useful, despite my
  feelings on the matter.
  
  Orb of Debilitating Languor
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  An orb of shadowy colors that can slow your foes. You can
  add this item’s enchantment bonus to your spell attack and
  damage rolls. Once per day, you can further punish a creature
  with a weaker body. When a creature fails a Constitution
  saving throw against a spell you have casted, you can use a
  bonus action to reduce the creature’s speed by 10 feet until
  the end of their next turn. You must be holding this item to
  gain these effects.
  Orb of Draconic Majesty
  Orb, rare (requires attunement by a wizard or sorcerer)
  A draconic shape seems to swirl around this orb, and can
  grant you the fearsome aura of a dragon. You can add this
  item’s enchantment bonus to your spell attack and damage
  rolls. Once per day, when you hit a creature with a spell, you
  can appear as a dragon to that creature. Using a bonus
  action, you can force the creature to make a Wisdom saving
  throw equal to your spell save DC. On a failed save, you
  appear as a dragon to the creature, and are frightened until
  they succeed on a Wisdom save at the end of their turns. You
  must be holding this item to gain these effects.
  Orb of Far Seeing
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  Typically used by spell snipers, this orb allows you to hit
  further targets. You can add this item’s enchantment bonus to
  your spell attack and damage rolls. Once per day, you can use
  a bonus action to extend the range of a spell by 15 feet. You
  must be holding this item to gain these effects.
  Orb of Fickle Fate
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  Both lights and shadows swirl around the inside of this orb.
  You can add this item’s enchantment bonus to your spell
  attack and damage rolls. Once per day, you can use the magic
  of the orb to change creature’s fates. Using a bonus action,
  target 2 creatures within 25 feet of you. One creature gains a
  1d4 bonus to their checks and attack rolls, and the other
  gains a -1d4 penalty to their checks and attack rolls until the
  end of their next turns. You must be holding this item to gain
  these effects.
  Orb of Harmonic Agony
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  This orb when struck rings with a deep bass tone. You can
  add this item’s enchantment bonus to your spell attack and
  damage rolls. Once per day, you can enhance a sound to be
  even more powerful. Using a bonus action, when a creature
  take thunder damage from your spells, you can force them to
  make a Wisdom saving throw equal to your spell save DC. On
  a failed save, they are deafened until the end of their next
  turn. You must be holding this item to gain these effects.
  Orb of Impenetrable Escape
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  An orb of murky colors that shows images of your foes
  suffering from your spells. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  Once per day, you can foresee the suffering of your foes.
  Using a bonus action, the next time a creature is forced to roll
  a saving throw against your spell, you can force them to roll
  with disadvantage. You must be holding this item to gain
  these effects.
  38
  Scribe’s Notes
  A curious object. Something that can so easily play
  around with the fates of creatures. A dangerous
  item in the wrong hands, for sure.
  
  Orb of Indefatigable Concentration
  Orb, rare (requires attunement by a wizard or sorcerer)
  This crystal orb allows you to keep your focus regardless of
  the situation. You can add this item’s enchantment bonus to
  your spell attack and damage rolls. Once per day, if you roll a
  failure on a concentration check, you can use a reaction to
  reroll the check, and keep the second result. You must be
  holding this item to gain these effects.
  Orb of Inescapable Consequences
  Orb, rare (requires attunement by a wizard or sorcerer)
  This orb is commonly found with Evocation mages with bad
  aim. You can add this item’s enchantment bonus to your spell
  attack and damage rolls. One per day, you can re-aim your
  spells before it misses. Once per day, when you miss with a
  spell attack, you can target another creature in range and
  reroll the attack roll. You must be holding to this item to gain
  these effects.
  Orb of Insurmountable Force
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  By channeling your spells through this orb, you can blow foes
  back. You can add this item’s enchantment bonus to your
  spell attack and damage rolls. Once per day, you can add
  additional force to your spells, and attempt to push them
  back. As a bonus action, when a spell hits, you can force the
  creature to make a Strength saving throw equal to your spell
  save DC. On a failed save, they are pushed 10 feet away from
  you. You must be holding this item to gain these effects.
  Orb of Judicious Conjuration
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  This orb is common among the Conjurers of the world for it
  usefulness in that school of magic. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  Once per day, when you cast a conjuration spell that requires
  concentration, you can double the duration of that spell. You
  must be holding this item to gain these effects.
  Orb of Karmic Resonance
  Orb, very rare, (requires attunement by a wizard or sorcerer)
  This orb can be used to help turn the fates to your side, but at
  a price. You can add this item’s enchantment bonus to your
  spell attack and damage rolls. Once per day, you can reverse
  the fate of a creature. When a creature within 25 feet of you
  succeeds a saving throw, you can choose to have that
  creature fail instead. When you use this feature, you
  automatically fail the next saving throw you make until your
  next long rest. You must be holding this item to gain these
  effects.
  Orb of Mental Dominion
  Orb, rare (requires attunement by a wizard or sorcerer)
  Popular with Illusion caster, this orb allows you to further
  trick foes with your spells. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  Once per day, when you cast an Illusion spell, you can
  enhance the power of that spell. Using a bonus action, you
  can force the targeted creature to make the saving throw with
  disadvantage. You must be holding this item to gain these
  effects.
  Orb of Mighty Retort
  Orb, very rare (requires attunement by a wizard or sorcerer)
  This orb will make your foes think twice about attacking you
  again. You can add this item’s enchantment bonus to your
  spell attack and damage rolls. Once per day, when you are hit
  with an attack, you can use a reaction to cast a spell, targeting
  the creature that hit you. The spell must be of 5th level or
  lower. You must be holding this item to gain these effects.
  Orb of Revenant Magic
  Orb, very rare (requires attunement by a wizard or sorcerer)
  This orb contains reserves of magic and provides them to the
  wielder when needed. You can add this item’s enchantment
  bonus to your spell attack and damage rolls. Once per day,
  when you missed or fail with a spell, you can use a bonus
  action to regain a spell slot of the level that missed or failed.
  You must be holding this item to gain these effects.
  Orb of Spatial Contortion
  Orb, rare (requires attunement by a wizard or sorcerer)
  This orb is popular among the Evocation class, due to the
  effects that this orb has. You can add this item’s enchantment
  bonus to your spell attack and damage rolls. Once per day,
  when you cast an Evocation spell that targets an area, such
  as a cone or radius, rather than a single target, you can
  increase the effect of that spell by 5 feet. You must be holding
  on to this item to gain these effects.
  Orb of Sudden Insanity
  Orb, rare (requires attunement by a wizard or sorcerer)
  This orb enhances the effects of psychic abilities to cause
  madness on their victims. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  Once per day, when you deal psychic, force, or thunder
  damage to a creature, you can use a bonus action to force the
  creature to make a Wisdom saving throw equal to your spell
  save DC. On a failed save, they must make a melee attack
  against a creature within range. You must be holding on to
  this item to gain these effects.
  39
  
  Orb of Sweet Sanctuary
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  This orb helps to ward off attacks made against you for a
  short time. You can add this item’s enchantment bonus to
  your spell attack and damage rolls. Once per day, as a
  reaction, you can gain the effects of the sanctuary spell until
  the end of your next turn. You must be holding on to this item
  to gain these effects.
  Orb of the Usurper
  Orb, legendary (requires attunement by a wizard or sorcerer)
  This orb was once held by a mad wizard king, and his
  influence is still felt by those who wield this. You can add this
  item’s enchantment bonus to your spell attack and damage
  rolls. Once per day, when you hit a creature with a spell, you
  can use a bonus action to cast dominate monster on them,
  without spending a spell slot. You must be holding on to this
  item to gain these effects.
  Orb of Ultimate Imposition
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  This orb has the ability to impose a punishment on foes. You
  can add this item’s enchantment bonus to your spell attack
  and damage rolls. Once per day, you can use a bonus action
  to cause a creature within 25 feet to suffer a penalty to saving
  throws of your spells equal to your spell casting ability
  modifier. This effect lasts until the end of their next turn. You
  must be holding on to this item to gain these effects.
  Orb of Unintended Solitude
  Orb, legendary (requires attunement by a wizard or sorcerer)
  This dark and misty orb seems to show images of a dark
  landscape, giving a hint to its purpose. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  Once per day, when you hit a creature or creatures with a
  spell, you can use a bonus action to cast banishment at 6th
  level, without spending a spell slot. You must be holding on to
  this item to gain these effects.
  Orb of Unlucky Exchanges
  Orb, uncommon (requires attunement by a wizard or
  sorcerer)
  This orb can transfer a fate of an ally to a foe. You can add
  this item’s enchantment bonus to your spell attack and
  damage rolls. Once per day, when you hit a creature with a
  spell, choose an ally within 25 feet of the creature who is
  suffering from the effects of poison, blinded, deafened, or
  frightened (choose one if multiple). The condition ends for
  your ally and transfers to the hit creature. You must be
  holding on to this item to gain these effects.
  Orb of Weakness Intensified
  Orb, very rare (requires attunement by a wizard or sorcerer)
  An orb with swirling purple energy, spells channeled with this
  orb can weaken a creature. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  Once per day, when you hit a creature with a spell, you can
  use a bonus action to cause them to suffer a -1d10 penalty to
  attack and saving throw rolls until the end of their next turn.
  You must be holding on to this item to gain these effects.
  Rods
  Rods in 4th edition are the casting implements of Warlocks.
  As such, I decided to keep this in place and give warlock
  some more options for magic items, while granting them
  abilities that either grant more spells or act as additional
  invocations.
  Adamantine Rod
  Rod, very rare (requires attunement by a warlock)
  This black rod with a greenish sheen enhances your spells.
  You can add this item’s enchantment bonus to your spell
  attack and damage rolls. Spells casted using through this rod
  ignore damage resistances, but not immunity. You must be
  holding on to this item to gain these effects.
  40
  Scribe’s Notes
  I acknowledge my female colleague, Moth, for her
  assistance with these findings. An odd one, but
  endlessly knowledgeable of warlocks and their
  patrons.
  
  Bloodcurse Rod
  Rod, uncommon (requires attunement by a warlock)
  This blood red rod allows you to channel your damage to
  your spells. You can add this item’s enchantment bonus to
  your spell attack and damage rolls. Whenever you take
  damage before your turn, you can add 1d4 to your next
  damage roll. You must be holding on to this item to gain these
  effects.
  Bloodiron Rod
  Rod, very rare (requires attunement by a warlock)
  This rod allows you to channel your fury towards your foes.
  You can add this item’s enchantment bonus to your spell
  attack and damage rolls. While holding on to this rod, you
  have the spell hellish rebuke prepared. This rod has 3
  charges, and regains 1 charge at dawn. You may expend a
  charge rather than expend a spell slot to cast the spell hellish
  rebuke.
  Feyrod
  Rod, legendary (requires attunement by a warlock of the
  Archfey pact)
  The capricious nature of this rod reflects the nature of your
  patron. You can add this item’s enchantment bonus to your
  spell attack and damage rolls. You can gain the use of Fey
  Presence up to 3 times per short or long rest. You can also
  use a bonus action to cause the Fey Presence to emanate
  from a creature you hit with a spell as the source. Wisdom
  saves made against this feature are made with disadvantage.
  You must be holding on to this item to gain these effects.
  Hellrod
  Rod, legendary (requires attunement by a warlock of the
  Fiend pact)
  This rod radiates with infernal energy, drawing more power
  from your patron. You can add this item’s enchantment bonus
  to your spell attack and damage rolls. Double the amount of
  hit points regained from the Dark One's Blessing Feature.
  You also gain an additional choice of damage resistance for
  the Fiendish Resistance feature. You must be holding on to
  this item to gain these effects.
  Lifesapper Rod
  Rod, rare (requires attunement by a warlock)
  This rod changes your spells to also heal you as you slay your
  foes. You can add this item’s enchantment bonus to your spell
  attack and damage rolls. Whenever you hit with a spell of 1st
  level or higher, you can use a bonus action to regain hit points
  equal to your Charisma modifier. You must be holding on to
  this item to gain these effects.
  Mercurial Rod
  Rod, uncommon (requires attunement by a warlock)
  This rod changes the nature of your hexes to suit your needs.
  You can add this item’s enchantment bonus to your spell
  attack and damage rolls. You can use a bonus action to cause
  the spell hex's additional damage to change to a penalty to
  attack rolls made by the affected creature. You can use a
  bonus action to change it back to additional damage. You
  must be holding to this item to gain these effects.
  Quickcurse Rod
  Rod, uncommon (requires attunement by a warlock)
  This rod allows you to quickly transfer your curses from one
  to another. You can add this item’s enchantment bonus to
  your spell attack and damage rolls. When a creature affected
  by your hex spell drops to zero hit points, you can transfer the
  hex to another creature as a reaction rather than a bonus
  action. You must be holding on to this item to gain these
  effects.
  41
  
  Rod of Blasting
  Rod, uncommon (requires attunement by a warlock)
  This rod depicts symbols of tombstones, implying where you
  intend to send those who oppose you. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  You can change the damage type of the spell eldritch blast to
  necrotic damage. You must be holding on to this item to gain
  these effects.
  Rod of Brutality
  Rod, rare (requires attunement by a warlock)
  This glass rod pushes you to deal more damage. You can add
  this item’s enchantment bonus to your spell attack and
  damage rolls. Reroll any 1s you roll for damage of your spells.
  You must be holding on to this item to gain these effects.
  Rod of Cursed Honor
  Rod, uncommon (requires attunement by a warlock)
  This rod protects you as you curse your opponents. You can
  add this item’s enchantment bonus to your spell attack and
  damage rolls. Whenever you cast hex on a creature or move
  the hex, you gain a 1d4 bonus to Constitution and Wisdom
  saving throws until the end of your next turn. You must be
  holding on to this item to gain these effects.
  Rod of Feythorns
  Rod, rare (requires attunement by a warlock)
  A rod formed from a strange root, poison seeps from this rod
  and enhances your spells. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  This rod has 3 charges, and regains 1 at dawn. When you hit
  a creature with a spell, you can use a bonus action to expend
  a charge and force the creature to make a Constitution saving
  throw equal to your spell save DC. On a failed save, they are
  poisoned until the end of their next turn. You must be holding
  on to this item to gain these effects.
  Rod of Malign Conveyance
  Rod, uncommon (requires attunement by a warlock)
  A smoky crystal rod that allow you to teleport as a part of
  your spells. You can add this item’s enchantment bonus to
  your spell attack and damage rolls. When you cast a spell, you
  can use a bonus action to teleport 10 feet to a spot that you
  can see, and is unoccupied. You must be holding on to this
  item to gain these effects.
  Rod of Mindbending
  Rod, rare (requires attunement by a warlock)
  This rod targets the weak mind of your foes with your spells.
  You can add this item’s enchantment bonus to your spell
  attack and damage rolls. You can change the damage type of
  your eldritch blast to psychic damage. You must be holding
  on to this item to gain these effects.
  Rod of Starlight
  Rod, rare (requires attunement by a warlock)
  This rod changes your eldritch blasts into shooting stars. You
  can add this item’s enchantment bonus to your spell attack
  and damage rolls. You can use a bonus action to change the
  spell eldritch blast into magic missile. The magic missile
  spell still keeps the effects of the Eldritch Invocations that
  apply to eldritch blast. You must be holding on to this item to
  gain these effects.
  Rod of the Bloodthorn
  Rod, very rare (requires attunement by a warlock)
  This rod requires blood from both its wielder and their foes.
  You can add this item’s enchantment bonus to your spell
  attack and damage rolls. You can expend any number of hit
  dice, rolling the hit die to add to the damage of a spell. If you
  have expended the last of your hit dice with this feature, you
  regain hit points equal to the damage dealt. You must be
  holding on to this item to gain these effects.
  Rod of the Churning Inferno
  Rod, rare (requires attunement by a warlock)
  This rod enhances the fire that is casted and causes it to stay
  longer. You can add this item’s enchantment bonus to your
  spell attack and damage rolls. When you hit a creature with a
  fire damage spell, they must make a Constitution saving
  throw equal to your spell save DC. On a failed save, they take
  2d4 fire damage at the start of their turn until they spend an
  action to put it out. You must be holding on to this item to
  gain these effects.
  Rod of the Dragonborn
  Rod, uncommon (requires attunement by a warlock)
  This rod is formed from dragon parts and can call upon their
  power. You can add this item’s enchantment bonus to your
  spell attack and damage rolls. You can cast the spell dragons
  breath while attuned to this item. You must be holding on to
  this item to gain these effects.
  Rod of the Feywild
  Rod, rare (requires attunement by a warlock)
  This rod is formed from exotic woods from the Feywild, and
  allows you to teleport like a Fey. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  Once per day, you may use your movement to teleport rather
  than walk. The spot must be unoccupied, and you must be
  able to see it. You must be holding on to this item to gain
  these effects.
  42
  
  Rod of the Hidden Star
  Rod, rare (requires attunement by a warlock of the Great Old
  One pact)
  Formed from stone from the Far Realms, this rod can
  enhance your pact with creatures from that distant plane. You
  can add this item’s enchantment bonus to your spell attack
  and damage rolls. Your Awakened Mind feature's range is
  now 60 feet. Your eldritch blast now does psychic damage.
  You must be holding on to this item to gain these effects.
  Rod of the Infernal
  Rod, rare (requires attunement by a warlock with the Fiend
  pact)
  Spells granted to you by your patron now have the power of
  fiends behind it. You can add this item’s enchantment bonus
  to your spell attack and damage rolls. When you cast spells
  from the Fiend Expanded Spell list, add an additional 1d8
  damage to them. You must be holding on to this item to gain
  these effects.
  Rod of the Shadow Walker
  Rod, uncommon (requires attunement by a warlock)
  This gloom-shrouded rod helps to protect you from those you
  have cursed. You can add this item’s enchantment bonus to
  your spell attack and damage rolls. Creatures who are under
  the effects of your hex spell consider you to have 1/2 cover.
  You must be holding on to this item to gain these effects.
  Rod of the Sorrowsworn
  Rod, very rare (Requires attunement by a warlock with the
  Hexblade pact)
  A rod made from sorrowsworn bones, this rod draws power
  from the plane of your patron. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  Creatures under the effect of your Hexblades Curse suffer a
  -1d6 penalty to their AC and attack rolls. You must be holding
  on to this item to gain these effects.
  Rod of the Star Spawn
  Rod, legendary (requires attunement by a warlock)
  This rod draws power from Star Spawn, entities from the far
  realms, who wield great and terrible powers. You can add this
  item’s enchantment bonus to your spell attack and damage
  rolls. Your spell attacks critical range is increased by 2. You
  must be carrying this item to use these features.
  Rod of Vulnerability
  Rod, very rare (Requires attunement by a warlock)
  This rod makes your hex even more powerful. You can add
  this item’s enchantment bonus to your spell attack and
  damage rolls. Creatures under the effects of your hex spell
  are considered vulnerable to the damage of your cantrip
  spells. You must be holding on to this item to gain these
  effects.
  Star Rod
  Rod, legendary (requires attunement by a warlock)
  Made from meteorites, you can use this rod to call upon the
  heavens to fall on your foes. You can add this item’s
  enchantment bonus to your spell attack and damage rolls.
  You may choose the spell meteor swarm for a 9th level Mystic
  Arcanum. You must be holding on to this item to gain these
  effects.
  Vicious Rod
  Rod, uncommon (requires attunement by a warlock)
  This rod empowers the effects of your curse to be more
  deadly. You can add this item’s enchantment bonus to your
  spell attack and damage rolls. Creatures under the effect of
  your hex spell take an additional 1d8 rather than 1d6. You
  must be holding on to this item to gain these effects.
  Staffs
  When it came to converting the staffs of 4th edition, I decided
  to go with the theme of the item rather than its original
  purpose as staffs were Wizard implements before.
  43
  
  Architect's Staff
  Staff, uncommon (requires attunement by a bard, cleric,
  sorcerer, or wizard)
  A very stylized staff that can be used both defensively or for
  construction. This staff has 5 charges, and regains 1 charge
  at dawn. While holding the staff, you can use an action to
  expend a number of charges to use the following effects:
  1 charge: You can cause a 10 area of difficult terrain to
  become normal.
  2 charges: You create a 10 foot wide, 8 foot tall, and 3
  inches wide wall of wooden planks to appear. The wall has an
  AC of 15 and 15 hit points. Destroying the wall creates
  difficult terrain. The wall still stand on its own accord, as it
  planted 2 feet into the dirt. This wall will not appear if the
  area is occupied or if there isn't enough dirt for it to appear
  from.
  Defensive Staff
  Staff, uncommon (requires attunement by a cleric, sorcerer,
  warlock or wizard)
  This staff has a metal coating and symbols of shields across
  it. This staff has 5 charges, and regains 1 charge at dawn.
  While holding the staff, you can expend a number of charges
  to cast the following spells:
  1 charge: shield
  2 charges: barkskin
  Destiny Staff
  Staff, legendary (requires attunement by a bard, cleric,
  warlock or wizard)
  A staff decorated with a ravens head with diamond eyes, this
  staff can change your fate, and protect you. This item has 10
  charges, and regains 1d4 + 4 charges at dawn. While holding
  the staff, you can expend a number of charges to use the
  following effects:
  1 charge: Reroll any 1's from a damage roll made on your
  turn.
  2 charges: Gain a 1d6 bonus to damage, attack, or check
  roll.
  3 charges: Reroll any attack or ability check. Keep the
  results of the second roll.
  5 charges: If a creature succeeded on a saving throw
  against your spell, you can force them to fail instead.
  Earthroot Staff
  Staff, uncommon (requires attunement by a cleric, druid, or
  wizard)
  A staff that seems to be made from a hollow root, with
  crusted earth and stone at the top. This staff has 3 charges,
  and regains 1 charge at dawn. While holding the staff, you
  can expend a number of charges to cast the following spells:
  1 charge: Cast entangle
  2 charges: Cast earth tremor at 2nd level
  3 charges: Cast Maximillian’s earthen grasp
  Force Staff
  Staff, uncommon (requires attunement by a bard, druid,
  sorcerer, warlock, or wizard)
  This staff is made of crystals, and seems somewhat difficult
  to hold for some reason or another. This staff has 3 charges,
  and regains 1 at dawn. While holding the staff, you can
  expend a number of charges to use the following effects:
  1 charge: As a reaction, whenever a creature comes within
  10 feet of you, you can force them to make a DC 13 Strength
  saving throw, or push them 10 feet away from you with a
  blast of force energy.
  3 charges: As an action, you can channel all the energy of
  the staff into a single point. Make a spell attack roll against a
  creature within 10 feet. On hit, they take 3d8 force damage,
  are pushed 10 feet, and must make a DC 13 Dexterity saving
  throw or be knocked prone.
  Feyswarm Staff
  Staff, uncommon (requires attunement by a bard, cleric,
  druid, sorcerer, warlock or wizard)
  The staff is actually a nest for Feymites, a beetle native to the
  Feywild. They crawl along the staff, but avoid your hand. This
  staff has 3 charges, and regains 1 charge at dawn. While
  holding the staff, you can expend a number of charges to cast
  the following spells:
  1 charge: Cast infestation
  2 charges Cast sleep as the Feymites’ bites can cause
  drowsiness.
  44
  Scribe’s Notes
  The applications of magic never ceases to amaze
  me. Imagine the applications for this staff. A benefit
  to both adventurer and the common man.
  Scribe’s Notes
  Make sure to pack this separately in an iron crate
  please? These damnable beetles keep making nests
  with the wooden ones.
  
  Mnemonic Staff
  Staff, uncommon (requires attunement by a spell caster)
  This staff's runes assist with the recalling of memories and
  arcane secrets. While holding this staff, you gain a 1d4 bonus
  to any check related to recalling information you have read or
  heard in the past, such a book about dragons in the region.
  Once per day, you can use this staff to cast detect magic.
  Quickening Staff
  Staff, very rare (requires attunement by a bard, sorcerer,
  warlock or wizard)
  Users of this staff are famous for their ability to cast multiple
  spells seemingly at once. This staff has 3 charges, and
  regains 1 charge at dawn. While holding this staff, you can
  expend a number of charges to use the following effects:
  1 charge: You can cast a cantrip spell as a bonus action,
  even if you have casted a spell as an action on the same turn.
  If you do, you suffer a -1d6 penalty to your attack rolls next
  turns, as the magic of the staff does drain your stamina
  somewhat.
  3 charges: You cast the spell haste, without concentration.
  However, once the spell has ended, you also suffer from the
  lethargy effects of the spell.
  Reliable Staff
  Staff, very rare (requires attunement by a spell caster)
  This staff is commonly used by battle clerics, war mages, and
  eldritch knights thanks to its ability to preserve magic in a
  fight. 3 times per day, if you miss with a spell attack of a 5th
  level or lower spell, you can choose not to expend that spell
  slot. You must be holding this staff to gain this effect.
  Staff of Acid and Flame
  Staff, rare (requires attunement by a druid, sorcerer, warlock
  or wizard)
  This metal staff seems to shift from looking burned to acid-
  scored at will, giving hints to its powers. While attuned to this
  staff if you cast a fire or acid damage spell, you can change
  fire damage to acid, or acid damage to fire. This staff has 4
  charges, and regains 1 charge at dawn. While holding this
  staff, you can expend a number of charges to use the
  following effects:
  1 charge: You cast chromatic orb, however you can only
  choose acid or fire damage.
  2 charges: As a reaction, you can gain resistance to either
  fire or acid damage. until the end of your next turn.
  Staff of Corrosion
  Staff, very rare (requires attunement by a druid, sorcerer,
  warlock or wizard)
  This jade inlaid staff is made of twisted silver, and has the
  power to devour the flesh of foes. This staff has 5 charges,
  and regains 1 charges at dawn. While holding this staff, you
  can expend any number of charges to use the following
  effects:
  1 charge: You cast Melf's acid arrow at 3rd level.
  2 charges: You can change the damage type of any spell you
  cast to acid damage.
  3 charges: When you cast a spell attack that does acid
  damage, you roll the attack with advantage.
  Staff of Elemental Prowess
  Staff, rare (requires attunement by a druid, sorcerer, or
  wizard)
  This staff is enchanted to harness the powers of the
  Elemental Chaos and channel it into your spells. While
  holding this staff, any spell that deals fire, cold, lightning, or
  acid damage deals an additional 1d4 damage. Once per day,
  when you are hit with a spell that deals fire, cold, lightning, or
  acid damage, you can use a reaction to gain resistance to that
  damage type until the end of your next turn.
  45
  
  Staff of Gathering
  Staff, rare (requires attunement by a spell caster)
  A twisted wood rod with a smoky crystal orb at the top, this
  staff helps to protect you from energy based attacks and
  empowers your owns as a result. While holding this staff, if
  you are hit with an attack that does fire, force, lightning,
  necrotic, or radiant damage, you can gain resistance to that
  damage type until the end of your next turn. If you use this
  feature, your next spell attack casted through this staff gains
  a 1d10 bonus to attack and damage rolls. This feature can be
  used 3 times per day, and if used more, there is a 50% chance
  the staff explodes and deals 2d10 force damage to you.
  Staff of Light
  Staff, uncommon (requires attunement by a bard, cleric, or
  druid)
  This staff is blessed to bring light to the darkness and help
  ward off undead. This staff has 3 charges, and regains 1
  charge at dawn. While holding the staff, you can expend any
  number of charges to use the following effects:
  1 charge: Cast daylight on the staff.
  2 charges: When you hit an undead creature with a weapon
  attack or spell, you can increase the damage by 2d6 radiant
  damage.
  Staff of Missile Mastery
  Staff, uncommon (requires attunement by a sorcerer or
  wizard)
  A dark oak staff that helps to empower a very famous spell
  among spell casters. This staff has 3 charges, and regains 1
  charge at dawn. While holding this staff as you cast magic
  missile, you can expend 1 charge and add your spell casting
  modifier to each magic missile bolts damage.
  Staff of Ruin
  Staff, uncommon (requires attunement by a sorcerer, warlock
  or wizard)
  A staff formed from the stone of ancient ruins, this staff helps
  to bring the destruction of time to their spells. This spell has
  3 charges, and regains 1 charge at dawn. While holding this
  staff, you can expend 1 charge to reroll any 1s rolled in a
  spells damage roll.
  Staff of Searing Death
  Staff, rare (requires attunement by a bard, sorcerer, warlock
  or wizard)
  This wooden staff brings the fury of lava to your fire spells.
  This staff has 3 charges, and regains 1 charge at dawn. While
  holding this staff, you can expend a number of charges to use
  the following effects:
  1 charge: As a bonus action, when you cast a fire damage
  spell, you can increase the damage by 1d6
  3 charges: Cast fireball
  Staff of the Iron Tower
  Staff, legendary (requires attunement by a spell caster)
  A seemingly ordinary iron staff that is decorated to appear as
  a castle tower is, in fact, a bastion for your mind. While
  holding this staff, you cannot be charmed, frightened, or can't
  be magically put to sleep. Any Wisdom or Intelligence saving
  throws made are made with advantage. Your mind can't be
  read against your will while holding this staff. You also gain
  resistance to psychic damage.
  46
  
  Staff of Spectral Hands
  Staff, uncommon (requires attunement by a bard, sorcerer,
  warlock or wizard)
  A very useful staff for scribes, shop keepers, or anyone who
  needs an extra set of hands or three. While you are holding
  this staff, if you cast the spell mage hand, you summon a
  number of hands equal to the your spell casting modifier. You
  can use an action to control every hand at once or one at a
  time. You can also dismiss each hand individually or all at
  once as an action.
  Staff of Transposition
  Staff, very rare (requires attunement by a sorcerer or wizard)
  This staff is often found in the hands of a War mage who
  wishes to manipulate their spells away from allies. This staff
  has 4 charges, and regains 1 charge at dawn. While holding
  this staff, if you cast a spell that targets an area rather than a
  single target, you can expend a charge and choose any
  number of creatures in the affected area. They are not
  affected by the spells effects.
  Staff of Ultimate Defense
  Staff, uncommon (requires attunement by a spell caster)
  This sturdy wooden staff helps to protect its wielder. While
  holding this staff, your AC increases by 1. Once per day, you
  can use this staff to cast shield, however you lose the +1 AC
  bonus of holding this staff until your next long rest.
  Staff of Unparalleled Vision
  Staff, uncommon (requires attunement by a spell caster)
  Typically a staff that is carried by spell snipers, this staff
  allows you to extend the range of spells by peering through
  the crystal at the top. This staff has 3 charges, and regains 1
  charge at dawn. While holding this staff, when you cast a
  ranged spell, you can expend a charge to increase the range
  of the spell by 15 feet.
  Striking Staff
  Staff, very rare (requires attunement by a spell caster)
  A steel staff that is actually meant for self defense more than
  spell casting. This staff is considered to be a +2 quarterstaff
  that is under the effects of the shillelagh spell at all times.
  Utility Staff
  Staff, uncommon (requires attunement by a spell caster)
  This staff is useful for increasing the range of non-harmful
  spells. This staff has 3 charges, and regains 1 charge at
  dawn. While holding this staff, if you cast a ranged spell that
  has no damage rolls, you can expend a charge to extend the
  range of the spell by 20 feet.
  Wands
  Much like staffs, wands are considered to be a Wizard
  implement rather than universal item, so I went with the
  spirit of the item rather than a direct conversion for 5th
  edition. There are several wands that cast cantrips now and
  don't have a risk of breaking.
  Assured Wand of Frostburn
  Wand, very rare (requires attunement by a spell caster)
  This wand of deep blue color recalls images of an iceberg.
  This wand has 5 charges. While holding this wand, you can
  use an action to expend a charge to cast ice storm (save DC
  18). You can expend additional charges to increase spell level
  of the spell by one each. This wand regains 1d4 charges at
  dawn. If you expend the last charge of this wand, roll a d20.
  On a 1, the wand crumbles to dust and is destroyed.
  Assured Wand of Howl of Doom
  Wand, very rare (requires attunement by a spell caster)
  This wand is crafted from the bones of Howlers, and can
  draw upon their screams to cause fear. This wand has 5
  charges. While holding this wand, you can use an action to
  expend a charge to cast fear (save DC 18). This wand regains
  1d4 charges at dawn. if you expend the last charge of this
  wand, roll a d20. On a 1, this wand crumbles to dust and is
  destroyed.
  Flame Wand
  Wand, uncommon (requires attunement by a spell caster)
  A wand that is considered to be a lesser version of the Wand
  of Fireballs. This wand has 3 charges. While holding this
  wand, you can use an action to expend a charge to cast
  scorching ray. This wand regains 1 charge at dawn. If you
  expend the last charge of this wand, roll a d20. On a 1, this
  wand crumbles to ash, and is destroyed.
  Hellfire Wand
  Wand, uncommon (requires attunement by a spell caster)
  This wand seems to pull hellfire from thin air in response to
  the wielders pain. This wand has 3 charges. While holding
  this wand, you can use a reaction to expend a charge to cast
  hellish rebuke (save DC 13). You can expend additional
  charges to increase the spell level of the spell. This wand
  regains 1 charge at dawn. If you expend all the charges of this
  wand, roll a d20. On a 1, this wand crumbles to ash and is
  destroyed.
  47
  Scribe’s Notes
  A personal favorite of mine. Organizing and sorting
  these items has never been so much easier than
  with this staff.
  
  Master's Wand of Cloud of Daggers
  Wand, uncommon
  This wand itself is in the shape of a long and thin dagger,
  giving hints to its powers. This wand has 3 charges. While
  holding this wand, you can use an action to expend a charge
  and cast cloud of daggers. This wand regains 1 charge at
  dawn.
  Master's Wand of Dire Radiance
  Wand, uncommon
  This golden wand shines with light whenever it is used. This
  wand has 3 charges. While holding this wand, you can use an
  action to expend a charge and cast sacred flame (save DC
  13). This wand regains 1 charge at dawn.
  Master's Wand of Eldritch Blast
  Wand, uncommon
  This wand seem to pull energy from a dark plane in order to
  damage foes. This wand has 3 charges. While holding this
  wand, you can use an action to expend a charge and cast
  eldritch blast (+3 to spell attack). This wand regains 1 charge
  at dawn.
  Master's Wand of Eyebite
  Wand, legendary
  A wand made a sickly looking wood that seems to emanate
  with deadly energy. This wand has 3 charges. While holding
  this wand, you can use an action to expend a charge to cast
  eyebite (save DC 19). This wand regains 1 charge at dawn.
  Master's Wand of Magic Missile
  Wand, uncommon
  A modified version of the Wand of Magic Missile that is made
  to last. This wand has 3 charges. While holding this wand,
  you can use an action to expend a charge to cast magic
  missile. This wand regains 1 charge at dawn.
  Master's Wand of Ray of Frost
  Wand, uncommon
  This cold metal wand emits rays of cold magic when used.
  This wand has 3 charges. While holding this wand, you can
  use an action to expend a charge to cast ray of frost (+3 to
  spell attack). This wand regains 1 charge at dawn.
  Master's Wand of Scorching Bolts
  Wand, uncommon
  This wand is scorched at the end of it due to its many uses.
  This wand has 3 charges. While holding this wand, you can
  use an action to expend a charge to cast fire bolt (+3 to spell
  attack). This wand regains 1 charge at dawn.
  Precise Wand of Color Spray
  Wand, rare (requires attunement by a spell caster)
  This wand of rainbow color can spray out colors to blind
  creatures. This wand has 4 charges. While holding this wand,
  you can use an action to expend a charge to cast color spray.
  This wand regains 1 charge at dawn. You can expend
  additional charges to increase the spell level of the spell. This
  wand regains 1 charge at dawn. If you expend all the charges
  of this wand, roll a d20. On a 1, this wand crumbles to sand
  and is destroyed.
  Thunder Wand
  Wand, uncommon
  A sturdy iron wand that can release powerful waves of sound.
  This wand has 3 charges. While holding this wand, you can
  use an action to expend a charge to cast thunderwave (save
  DC 14). This wand regains 1 charge at dawn. If you expend
  the last charge of this wand, roll a d20. On a 1, the wand
  crumbles to iron sand and is destroyed.
  Wand of Cold
  Wand, uncommon (requires attunement by a spell caster)
  Frost covers the tips of this iron wand, giving hints as to its
  powers. This wand has 3 charges. While holding this wand,
  you can use an action to expend a charge to cast ray of frost.
  This wand regains 1 charge at dawn. If you expend the last
  charge of this wand, roll a d20. On a 1, the wand crumbles to
  snow and is destroyed.
  48
  
  Shields and Bracers
  4th edition had a tendency to lump together things that went
  on your forearm area, so I am doing the same here. These
  shields, unsurprisingly, tended to help with defensive effects,
  so I kept those the best I could. Bracers seem to have a bit
  more variety, but also tend to focus on defense.
  Angelsteel Shield
  Armor (shield), rare (requires attunement)
  A shield that displays symbols of angel wings on the front,
  this shield flares to protect your allies. While wielding this
  shield, you can use a bonus action to cause the front of the
  shield to shed torch light. Twice per day, when a creature
  within 5 feet of you is targeted by an attack, you can use a
  reaction to increase that creature's AC by 1.
  Battleforged Shield
  Armor (shield), uncommon
  A shield made with a mix of dwarven and draconic methods,
  this shield can aid those who are wounded. While wielding
  this shield you use the following feature:
  Once per day, when an ally within 5 feet of you takes
  damage, you can use a reaction to heal them 1d6 hit points.
  Bloodguard Shield
  Armor (shield), uncommon (requires attunement)
  This bronze shield glows red when you are hit with a strong
  attack. While wielding this shield, if you take a critical hit, you
  can use a reaction to gain resistance to that attack. You can
  only use this effect once per day.
  Bloodshored Shield
  Armor (shield), rare (requires attunement)
  A shield that seems to have bloodstains that shift each day.
  This shield has 2 charges, and regains 1 charge at dawn.
  While wielding this shield, you can use a reaction to expend a
  charge to use the following feature:
  As a reaction, when a creature within 5 feet of you would
  take damage, you can reduce the damage by 1d6.
  Bloodsoaked Bracers
  Wondrous item, rare (requires attunement)
  These leather bracers absorb your blood and feeds back
  power to you. While wearing these bracers, if you take
  damage during a round, you can increase your next damage
  roll by 1d4.
  Bloodsoaked Shield
  Armor (shield), rare (requires attunement)
  A wooden shield that draws your blood between its planks to
  help protect you. While wielding this shield, if you take
  damage during the round, increase your AC by 1 until the
  start of your next turn.
  Bloodthirst Bracers
  Wondrous item, uncommon (requires attunement)
  These metal bracers are inlaid with a crystal that helps to
  draw out more damage from attacks. While wearing these
  bracers, you can use the following feature once per day:
  When you deal damage to a creature, you can add your
  Constitution modifier to the damage.
  Bracers of Bold Maneuvering
  Wondrous item, rare (requires attunement)
  These metal cuffs enchantment encourage you move into
  enemy territory. While wearing these bracers, you gain a +2
  bonus to AC for opportunity attacks made against you.
  Bracers of Infinite Blades
  Wondrous item, rare (requires attunement)
  These leather bracers have slots in them to draw what seems
  to be an endless supply of throwing knives from. While
  wearing these bracers, you can draw a +1 magic dagger that
  disappears at the end of your turn. The daggers can be
  redesigned to look like any light thrown weapon, such as
  throwing stars or darts, but keep the same damage and stats
  of the +1 magic daggers.
  Bracers of Iron Arcana
  Wondrous item, very rare (requires attunement)
  These simple looking bracers are very popular among spell
  casters thanks to the extra defense they offer. While wearing
  these bracers, you can add your Intelligence, Wisdom, or
  Charisma modifier (wielder's choice) to your AC.
  Bracers of Mental Might
  Wondrous item, uncommon
  The words "mind over matter" are inscribed in elven on these
  metal cuffs. Once per day, when you make a Strength attack,
  check, or saving throw, you can use your Intelligence,
  Wisdom or Charisma modifier (wielder's choice) in place of
  your Strength modifier for the roll. You must be wearing
  these bracers to use this effect.
  Bracers of Rejuvenation
  Wondrous item, rare
  These bracers pulse with a faint red light when you are
  resting. While wearing these bracers, when you expend hit
  dice during a short rest, you can double your Constitution
  modifier to the hit dice rolls.
  49
  Scribe’s Notes
  Some of the workers were caught playing target
  practice using these. Interesting to see the
  applications, but I put a stop to the games in the
  end.
  
  Bracers of Respite
  Wondrous item, uncommon (requires attunement)
  Commonly worn by clerics, these cloth bracers help to
  spread healing further. While wearing these bracers, you can
  use the following feature once per day:
  Whenever an allied creature within 5 feet of you regains hit
  points, you can heal yourself or another friendly creature
  within 5 feet 1d6 hit points.
  Bracers of Tactical Blows
  Wondrous item, rare (requires attunement)
  These dragonscale bracers make your opportunity attacks
  more powerful. While wearing these bracers, you can use the
  following feature 3 times per day:
  Whenever you hit with an opportunity attack, you can add
  an additional 1d6 to the damage roll.
  Bracers of Wound Closure
  Wondrous item, rare (requires attunement)
  When you are wearing these copper bracers and take
  damage, they will glow and attempt to heal you. Once per day
  while wearing these bracers, you can cast cure wounds on
  yourself as a reaction (Wisdom is the modifier for the spell).
  Breach Bracers
  Wondrous item, uncommon (requires attunement)
  Iron spikes surrounding these bracers are enchanted in order
  to deal more damage to foes that are too close to you. While
  wearing these bracers, any creature that grapples you takes
  2d6 piercing damage at the start of their turn
  Cold Iron Bracers
  Wondrous item, rare
  These iron bracers have enchantments that are protect you
  from to Feywild creatures. While wearing these bracers, you
  gain a +1 bonus to your AC and Dexterity saving throws
  against attacks and spells from Fey creatures.
  Cold Iron Shield
  Armor (shield), uncommon (requires attunement)
  A heavy iron shield with enchantments that protect your from
  mental effects commonly used by native Feywild creatures.
  While wielding this shield, you can use the following feature
  once per day:
  When an allied creature within 5 feet of you makes a
  Wisdom saving throw, you can use a reaction to grant them
  advantage.
  Counterstrike Guards
  Armor (shield), uncommon (requires attunement)
  A twin set of buckers that attaches to your forearms, these
  shields provide defense while not hindering your counter
  attacks. While wielding this shield, you gain a +1d4 bonus to
  attack rolls made for opportunity attacks.
  Couters of Second Chances
  Wondrous item, uncommon (requires attunement)
  When you make an attack that misses an opponent, these
  bladed elbow guards allow you to make a second attempt
  mid-swing. While wearing this item, if you miss with a melee
  attack, you can make a secondary attack with the bladed
  guard as a bonus action. On hit, the guards deal 1d4 + your
  Strength or Dexterity modifier slashing damage.
  Darkleaf Shield
  Armor (shield), uncommon
  A shield made from tightly woven gravetrees from the
  Shadowfell. This shield seems to react when you are
  unprepared. While wielding this shield, during the first round
  of an encounter, you gain a +1 bonus to your AC before the
  start of your turn.
  Diamond Bracers
  Wondrous item, rare (requires attunement)
  Vambraces made of clear, interlocking crystals that seem
  resistant to all but the most powerful of strikes. Twice per day
  while wearing these bracers, you can gain resistance to all
  damage types for a single attack as a reaction.
  Direbeast Shield
  Armor (shield), uncommon (requires attunement)
  Made with various dire animal parts, this shield can grant
  your allies strength when needed. While wielding this shield,
  you can use the following feature once per day:
  When an allied creature within 5 feet of you makes a
  Constitution saving throw, you can use a reaction to grant
  them advantage.
  Feyleaf Vambraces
  (Note: This magic item is only usable if your DM allows the
  optional flanking rule)
  Wondrous item, uncommon (requires attunement)
  These bark bracers can sense when your foes can be
  surrounded, letting you move to a more advantageous spot.
  While wearing these bracers, you can use the following
  feature once per day:
  When you make a melee attack against a creature that has
  an ally within 5 feet of them, you can use a bonus action to
  teleport with a blue burst of energy to a location that would
  grant you flanking on the creature. You must remain within
  combat range of the targeted creature.
  Flame Bracers
  Wondrous item, uncommon (requires attunement)
  These bracers emit flames as you move, and can cover your
  weapon during grave strikes against foes. While wearing
  these bracers, whenever you land a critical hit against a
  creature, you can add 1d4 fire damage to the attack. You can
  also cast fire bolt once per day.
  50
  
  Flame Drinker Shield
  Armor (shield), rare (requires attunement)
  This shield has swirling gold and ruby runes on it that seem
  to absorb fire for some purpose. While wielding this shield,
  whenever you are targeted by a fire damage attack, this shield
  gains a charge. The shield can hold a maximum of 6 charges.
  If this shield acquires 4 or more charges, the shield becomes
  burning hot. Holding this shield with 4 or more charges in it
  deals 2d6 fire damage to you at the start of your turn. All
  charges the shield has are lost after a long rest. You can
  expend any number of charges to use the following features:
  1 charge: You gain resistance to fire damage until the end
  of your next turn.
  3 charges: You can cast dragon’s breath on the shield at
  second level, choosing the fire damage type for the spell (save
  DC 16). You can expend additional charges to cast the spell at
  a higher level per charge used.
  Flaring Shield
  Armor (shield), very rare (requires attunement)
  A metallic surface covered in runes adorns this shield, and
  can be used to create a blinding energy on close range
  attackers. This shield has 5 charges, and regains 1 charge at
  dawn. While wielding this shield, you can use a reaction to
  expend a charge to cast blindness on a creature within 5 feet
  of you (save DC 18).
  Floating Shield
  Armor (shield), uncommon
  A wooden shield that is enameled with images of ocean
  waves, this shield allows easier travel across water for it’s
  wielder. While wielding this shield, you do not sink beyond
  the surface of the water unless you choose to do so. You gain
  a +1d4 bonus to Strength (Athletics) checks made to swim
  and Constitution saving throws made to swim long distances.
  While on the surface of the water, your swimming speed is
  equal to your walking speed.
  Healer’s Shield
  Armor (shield), rare (requires attunement by a bard, druid,
  cleric, or paladin)
  A shield covered in medics linens and healing runes, this
  shield empowers the healing done to its fullest potential.
  While wielding this shield, you can use the following feature
  once per day.
  When you or an ally within sight regains hit points, you can
  use a reaction to increase the healing to its maximum result
  possible, while increases the amount healed by an amount
  equal to your Wisdom or Charisma modifier (wielder’s
  choice)
  Hypnotic Shield
  Armor (shield), very rare (requires attunement)
  A shield with a swirling pattern of glyphs that can mesmerize
  a melee attacker. This shield has 3 charges, and regains 1
  charge at dawn. While wielding this shield, you can use a
  reaction to expend a charge to have a creature within 5 feet
  of you make a DC 17 Wisdom saving throw. On a failed save,
  they suffer from the effects of the hypnotic pattern spell until
  the end of your next turn.
  Iron Armbands of Power
  Wondrous item, uncommon (requires attunement)
  These plate armbands increase the amount of damage you
  are able to dish out, so they commonly found on barbarians.
  While wearing these armbands, you gain a +2 bonus to melee
  damage rolls.
  Jousting Shield
  Armor (shield) , uncommon
  A shield that is angled and grooved to prevent direct attacks
  while mounted upon a steed. While wielding this shield, you
  gain a 1d4 bonus to AC against opportunity attacks while
  mounted on a creature.
  Manticore Shield
  Armor (shield) , rare (requires attunement)
  The front of this shield is covered in spikes pulled from a
  manticore, and can shoot out with your command. While
  wielding this shield you can use an action speak a command
  word to cause the manticore spikes to shoot out. The spikes
  shoot out in a 10-foot cone from the shield. Roll a ranged
  attack roll, with a +3 bonus to attack, against all creatures in
  range. On hit, the spikes deal 1d8+3 piercing damage to the
  creature. The spikes on the shield regrow after a long rest.
  Mindiron Vambraces
  Wondrous item , rare (requires attunement)
  Smooth crystal with purple veins, these bracers are gifted to
  Mind Flayer thralls so they stun potential meals for their
  masters. While wearing these bracers, you can use the
  following feature twice per day.
  When you hit a creature with a melee attack, you can use a
  bonus action to force the attacked creature to make a DC 15
  Wisdom saving throw. On a failed save, they are Stunned
  until the end of their next turn.
  51
  Scribe’s Notes
  I certainly want to further study how this shield can
  regrow these manticore spikes. The natural
  properties of the manticore seem magically
  preserved incredibly well.
  
  Mithral Shield
  Armor (shield), uncommon
  Shields made of mithral are extremely light and easy to use.
  While wielding this shield, you are considered to be proficient
  with shields.
  Mountain Shield
  Armor (shield), uncommon
  A fairly common dwarven enchantment is placed upon this
  shield, giving you the stoutness of a dwarf. While wielding
  this shield, you can use the following feature once per day
  Whenever you would you put pushed or pulled, you can use a
  reaction to cancel the movement.
  Pelaurum Shield
  Armor (shield), rare (requires attunement)
  This mirror like copper shield is enchanted with runes that
  evoke the power of Pelor when an errant blast misses you.
  While wielding this shield, whenever a radiant or fire damage
  spell misses you, your next melee attack does an additional
  1d6 radiant or fire damage (wielder’s choice)
  Quickhit Bracers
  Wondrous item, uncommon (requires attunement)
  These arm guards are favored by rangers, rogues, and
  fighters who tend to use 2 weapons at once. While wearing
  these bracers, you can use the following feature once per day
  Whenever you engage in two weapon fighting, you can
  increase the damage rolls of both weapons by 1d4 until the
  end of your turn.
  Rapidstrike Bracers
  Wondrous item, very rare (requires attunement)
  Wearing these bracers greatly increases the speed of your
  attacks to an almost unseeable level. While wearing these
  bracers, you gain a 1d12 bonus to initiative, as well as to
  attack and damage rolls for weapons that use your Dexterity
  modifier.
  Razor Bracers
  Wondrous item, rare
  These steel bands are sharpened at the ends, so they punish
  any foe who dares grab you. While wearing these bracers,
  you gain a +1d8 bonus to Strength (Athletics) and Dexterity
  (Acrobatics) checks made to escape grabs. Whenever a
  creature successfully grabs you, they take 1d10 slashing
  damage.
  Razor Shield
  Armor (shield), uncommon
  A round shield that has a ringed blade, this shield provides
  both attack and defense. This shield is also considered to be
  a handaxe as well a shield. When this shield is thrown, it is
  considered to be an improvised weapon attack.
  Recoil Shield
  Armor (shield), rare (requires attunement)
  This gnomish tinker shield has a spring loaded plate on the
  front that can be used to knock a foe flat. This shield has 3
  charges, and regains 1 charge at dawn. While wielding this
  shield, you can use a reaction to expend a charge to use the
  following feature.
  When a creature misses with a melee attack, you can force
  the creature to make a DC 15 Strength saving throw. On a
  failed save, their attack recoils off the spring loaded front of
  the shield, and knocks them prone.
  Reflective Shield
  Armor (shield), legendary (requires attunement)
  A golden framed shield with a mirror like center. Projectiles
  can returned to their sender with this shield. While wielding
  this shield, whenever a single target ranged attack misses
  you, you can have the mirror of the shield shoot out the attack
  back out as a reaction. The range of the new attack is 20/60
  feet. Make an attack roll with a +7 bonus against a target in
  range. The previous missed attack when attacks the new
  target.
  Ricochet Shield
  Armor (shield), rare (requires attunement)
  An oddly shaped shield, the angles of this weapon makes
  ranged projectiles bounce off to the sides rather than shatter
  on impact. While wielding this shield, when a ranged weapon
  attack missed you, you can use the shield to ricochet the shot
  to a nearby target as a reaction. The attacker rerolls a new
  attack roll against a target within 5 feet of you.
  52
  
  Shadowflow Shield
  Armor (shield), rare (requires attunement)
  A wooden shield that is covered in an inky black cloud. This
  shield has 3 charges and regains 1 charge at dawn. While
  wielding this shield, you can use a bonus action to expend a
  charge to extend the cloud of ink-like substance outward. You
  create a 5 foot black cloud centered on yourself, and all
  creatures in the cloud are considered being heavily obscured.
  This cloud is unaffected by wind.
  Shield of Blocking
  Armor (shield), very rare (requires attunement)
  This shield runes not only reinforce the shield itself, but the
  body of its wielder as well. While wielding this shield, you can
  use a bonus action to gain resistance to all melee weapon
  damage for 1 hour. This feature can be used once per day.
  Shield of Eyes
  (Note: This magic item is only usable if your DM allows the
  optional flanking rule)
  Armor (shield), uncommon (requires attunement)
  The front of this shield has eyes that help to look out for the
  wielder. While wielding this shield, you gain a +1d4 bonus to
  all Wisdom (Perception) checks. One per day, when a
  creature has advantage due to flanking you, you can use a
  reaction to cancel the advantage.
  Shield of the Guardian
  Armor (shield), uncommon (requires attunement)
  The oaken shield that can be used to help protect allies as
  well as protect you. Once per day while wielding this shield,
  you can use a reaction to increase the AC of a creature within
  5 feet by +1 until the end of their next turn.
  Shimmerlight Shield
  Armor (shield), uncommon (requires attunement)
  A thin layer of enchanted cloth over the front of the shield can
  react to help protect your allies when their reflexes are
  dulled. While wielding this shield, you can use the following
  feature once per day:
  When an allied creature within 5 feet of you makes a
  Dexterity saving throw, you can use a reaction to grant them
  advantage.
  Skull Bracer
  Wondrous item, uncommon (requires attunement)
  These heavy bracers have a dragon like skull mounted to the
  front of them. While wearing these bracers, you can use a
  bonus action to empower your next attack with great force.
  Until the end of your turn, your next attack that hits deals an
  additional 1d10 damage. You can only use this feature once
  per day.
  Spell Shield
  Armor (shield), very rare (requires attunement)
  This shield is heavily covered in runes that can cancel out
  magic that targets an area. This shield has 3 charges, and
  regains 1 charge at dawn. While wielding this shield, you can
  use a reaction expend a charge to use the following feature:
  Whenever you or an ally within 5 feet of you is targeted by
  a spell that affects an area rather than a single target, you can
  create a 5 cubic space of anti magic within 5 feet of you that
  lasts until the end of attackers turn. This anti magic field uses
  the effects of the spell antimagic field areas of magic effect.
  Stonewall Shield
  Armor (shield), very rare (requires attunement)
  A popular shield within dwarven clans, this shield can be
  used to create large cover. While attuned to this shield, you
  can use an action to slam the shield into the ground to create
  stone walls. This feature casts the spell wall of stone (save
  DC 18) but limits the number of walls created to 3. Walls
  created from this shield cannot become permanent. The back
  of the shield will stick out of the middle section of the created
  barrier, and can easily be pulled out of the wall. When the
  shield is removed, the created barriers crumble to rubble
  within 1 round. You lose the AC bonus granted to you with
  the shield when you use this feature until you wield the shield
  again.
  Storm Shield
  Armor (shield), rare (requires attunement)
  A metal shield that has painted clouds that can react with the
  fury of a storm against an attacker. While wielding this shield,
  you gain resistance to lightning damage. You can also use a
  reaction to use the following feature twice per day.
  When you are hit with a melee attack, you can force the
  attacker to make a DC 15 Dexterity saving throw. On a failed
  save, the clouds on the shield surface rumble and unleash a
  storm, dealing 1d6 lightning damage and 1d6 thunder
  damage.
  Tauran Shield
  Armor (shield), rare
  This shield is adorned with bull horns along its edges, and
  the enchantments help to bring that animal’s strengths to the
  wielder. While wielding this shield, when you take a Dash
  action, increase your movement speed by 10 feet. Whenever
  you are successful with using a shove action, you push the
  creature 10 feet rather than 5 feet.
  53
  
  Throwing Shield
  Armor (shield), uncommon (requires attunement)
  This shield was large rounded edges, and the runes of this
  shield seem to be attracted to the hands of the wielder. This
  shield is also considered to be a light hammer as well as a
  shield. When this shield is thrown, it uses the statistics of the
  light hammer weapon. The shield returns to the grip of the
  wielder after the attack, if able.
  Trauma Bracers
  Wondrous item, rare (requires attunement)
  Jagged and bladed, these bracers enchant your blows with
  powers that prevent wounds from being fully healed. These
  bracers have 3 charges, and regain 1 charge at dawn. While
  wearing these bracers, you can expend a charge to enchant
  your blows to help prevent healing. Until the end of your turn,
  when you deal damage to a creature after using this feature,
  any healing the creature receives is reduced by 1d6 until the
  end of their next turn. The healing cannot be reduced beyond
  zero.
  Trollhide Bracers
  Wondrous item, legendary (requires attunement)
  These ugly green bracers are made of trollhide leather, an
  extremely difficult material to work with due to the
  regenerative powers of trolls. The enchantments on these
  bracers look to give you similar power. While wearing these
  bracers, you regain 5 hit points at the start of you turn. If you
  take acid or fire damage, this trait doesn't function until the
  end of your next turn. You only die if you start your turn with
  0 hit points and don't regenerate.
  Warlock Bracers
  Wondrous item, rare (requires attunement by a warlock)
  Made of dark leather and etched with foreign runes and
  symbols, these bracers are used by warlocks who wish to
  curse their foes often. While wearing these bracers, you are
  considered to have the spell hex prepared. Once per day, you
  can cast hex at 1st level without spending a spell slot.
  Wyrmguard Shield
  Armor (shield), rare
  This dragon shaped shield has a thin coating of enchanted
  platinum that can make deadly blows less deadly. While
  wielding this shield, when you are hit with a critical hit, you
  can use a reaction to turn the attack into a normal hit. This
  feature can only be used once per day.
  Companion Items
  In the current edition of D&D, there doesn't seem to be any
  items made specifically for pets and companions. Luckily, in
  4th edition has the companion slot items, which I have
  brought into 5th edition in order to help with rangers animal
  companions, familiars, as well as any other animal your party
  might have gathered along the way.
  There is a new set of rules relating to these items. These
  items are classified as Companion items, so as such, only a
  companion type creature may equip these items. Companion
  creatures are creatures such as mounts, familiars, the
  ranger’s beast companion, or any creature that is considered
  to be a pet. Each companion creature can only attune to one
  magic item. These items must be equipped by a player to
  their companion, and the companion must be willing to wear
  the item in order to attune to it. These rules are in mind to
  prevent stacking magic items onto a creature. However, your
  DM may allow certain intelligent creatures, such as imp
  familiars, to attune to more than one item.
  54
  
  Companion’s Defender
  Companion item, uncommon (requires attunement by a
  companion creature)
  This dark leather belt is adorned with and woven with bones,
  and enchanted to help protect your companion when you are
  close. While wearing this belt, your companion creature
  gains a +1 to their AC and saving throws whenever they are
  within 15 feet of their owner or handler.
  Friend’s Gift
  Companion item, uncommon (requires attunement by a
  companion creature)
  When your companion wears this crimson badge, this acts as
  a symbol of friendship and is enchanted to help your friend.
  While wearing this badge, whenever you regain hit points,
  your companion also regains 1d6 hit points. Your companion
  must be within line of sight for this effect to take place.
  Guardian’s Collar
  Companion item, rare (requires attunement by a companion
  creature)
  A collar with three small gemstone embedded into it, the
  enchantment place on this item helps your companion
  perceive threats. While your companion is wearing this collar,
  they gain a +1d6 bonus to their Wisdom (Perception) checks.
  Your companion also shares your passive Perception score
  for the means on detecting hidden creatures, if your passive
  Perception is higher.
  Recalling harness
  Companion item, rare (requires attunement by a companion
  creature)
  These leather straps are sewn with silver threads, and allow
  your companion to come to your aid when you are in need.
  While your companion is wearing these straps, whenever you
  fall to zero hit points or unconscious unwillingly, your
  companion teleports to be within 5 feet of you as their
  reaction. Your companion cannot teleport if they are more
  than 500 feet away from you, but they are aware when you
  fall to zero hit points or unconscious unwillingly while on the
  same plane of existence.
  Sigil of Companionship
  (Note: This magic item is only usable if your DM allows the
  optional flanking rule)
  Companion item, uncommon (requires attunement by a
  companion creature)
  This metal can be strapped to a leg or hung around the neck,
  and empowers your companion whenever you team up
  against a foe. While your companion is wearing this metal,
  when you are flanking a creature with your companion, your
  companion gains a +1d6 bonus to damage rolls against the
  flanked creature.
  Transposition Harness
  Companion item, rare (requires attunement by a companion
  creature)
  This silk harness is made using Feywild techniques and
  allows you to swap places with your companion. While your
  companion is wearing this harness, your companion can use
  their movement to swap places with you, so long as you are
  within 30 feet and are able to be seen. This feature can only
  be used once per day.
  Mount Items
  Similar to Companion items, mount items are meant for
  creatures who can be mounted. These items are particularly
  useful for war mounts, or Cavalier fighters. The same rules
  apply for mounts as for companion animals; one magic item
  per creature, unless your DM rules otherwise. Mount items
  must be equipped by a person, and the mount must be willing
  to wear the item to attune to it. Some mounted creatures can
  carry more than one person, so when these items are
  referring to a single person (you, your), the person who is
  controlling the mount is the person in reference.
  Bridle of Rapid Action
  Mount item, uncommon (requires attunement by a mount)
  This leather bridle is very finely made, and allows you to
  react with the quickness of your mount. While your mount is
  wearing this bridle, you can use the following feature:
  When you are riding your mount and are required to roll
  for initiative, if your mounts initiative roll is higher, you can
  use that roll instead of your own.
  Ghost Bridle
  Mount item, rare (requires attunement by a mount)
  A creature that is wearing this bridle takes on a ghostly
  appearance, and can even move through solid objects. While
  your mount is wearing this bridle, you can use a bonus action
  to cause both you and your mount to become incorporeal for
  1 minute. Both you and your mount move through other
  creatures and objects as if they were difficult terrain. You
  both take 1d10 force damage if you end your turn inside an
  object or creature. You can use this feature once per day.
  Horseshoes of Speed
  Mount item, uncommon (requires attunement by a mount)
  These thin metal plates attach to the bottom of your mount's
  feet, and are enchanted to increase their speed. While your
  mount is wearing this item, their movement speed is
  increased by 10 feet.
  Impenetrable Barding
  Mount item, uncommon (requires attunement by a mount)
  These barding have enchanted metal plates sewn into them,
  and helps to protect your mount from damage. While your
  mount is wearing this barding, you mount gains resistance to
  bludgeoning, piercing and slashing damage from non-magical
  weapons so long as you are riding the mount.
  55
  
  Martyr’s Saddle
  Mount item, rare (requires attunement by a mount)
  This enchanted saddle is useful to those who wish to keep
  their mount alive at all costs. While your mount is wearing
  this saddle, whenever they take damage, you can use a
  reaction to share the damage with yourself. Your mount takes
  half damage, while you take the other half. This damage
  cannot be reduced in any way.
  Mirrored Caparison
  Mount item, uncommon (requires attunement by a mount)
  This coat is made with rows of reflective crystals that help to
  absorb the effects of attacks that target a wide area. While
  your mount is wearing this coat, if your mount is targeted by
  an attack that affects an area rather than a single target, they
  only take half damage on a failed saving throw, and no
  damage on successful ones.
  Saddle of Strength
  Mount item, uncommon (requires attunement by a mount)
  This gray dyed saddle is adorned with brass tubes, and
  allows your mount to carry even the heaviest of loads. While
  your mount is wearing this saddle, it is considered one size
  category larger than its current size for the purposes of
  carrying capacity.
  Saddle of the Nightmare
  Mount item, very rare (requires attunement by a mount)
  This saddle is made of black twisted leather from a
  Nightmare. The runes draw upon the power of the Nightmare
  to allow for travel into the Ethereal plane. While your mount
  is wearing this saddle, they can use an action to magically
  enter from the Material plane to the Ethereal plane, or vice
  versa. You can also travel with the mount if you are mounted
  on the creature as it travels.
  Saddle of the Shark
  Mount item, very rare (requires attunement by a mount)
  A blue and white leather saddle with a rough texture, this
  enchanted item allows for movement across land and sea.
  While your mount is wearing this saddle, your mount gains
  water breathing and a swimming speed equal to their
  walking speed. While you are mounted, you also gain water
  breathing and can speak and attack normally while
  underwater.
  Skystrider Horseshoes
  Mount item, legendary (requires attunement by a mount)
  These highly enchanted mithral metal plates adhere to the
  bottom of any mounts feet, and allow them to walk across the
  air. While your mount is wearing this item, they gain a flying
  speed equal to their walking speed.
  Steadfast Saddle
  Mount item, rare (requires attunement by a mount)
  A common saddle featured on dwarven war mounts, this
  saddle helps to prevent both you and your mount from falling.
  While your mount is wearing this saddle, they have advantage
  on Dexterity (Acrobatics) checks and saving throws made to
  prevent from falling prone. If you are mounted when this
  creature falls prone, you can dismount and land on your feet
  without requiring a reaction.
  Feet items
  Airstriders
  Wondrous item, legendary (requires attunement)
  These clear coverings go over your boots and lift you off your
  feet, preventing you from falling. While wearing these
  coverings, gain a flying speed equal to your walking speed,
  but you must end your turn on a solid surface. You take no
  damage from falling, and always land on your feet unless you
  choose not to.
  56
  Scribe’s Notes
  Nightmares are quite evil in nature, so to see an
  item crafted from their hide that doesn’t carry over
  that malice is quite a feat.
  
  Anklets of Opportunity
  Wondrous item, legendary
  This glittering gold anklets quicken your speed and let you
  move freely among distracted foe. While wearing these
  anklets, your movement speed is increased by 20 feet, and
  you are considered to be disengaged against any creature
  that has an ally within 5 feet of them.
  Assassin’s Slippers
  (Note: This magic item is only usable if your DM allows the
  optional flanking rule)
  Wondrous item, rare (requires attunement)
  These black chamois slippers allow you to press your
  advantage against foes from further away and different
  angles. While wearing these slippers, you are considered to
  be flanking a creature so long as there is an ally within 10
  feet of the creature.
  Assault Boots
  Wondrous item, rare
  This pair of mail boots allow you to stand your ground when
  you deliver a critical blow, putting more force behind the
  attack. While wearing these boots, your critical melee attacks
  have a chance to knock a creature down. Any creature you get
  a critical hit with a melee weapon must make a DC 15
  Strength saving throw or be knocked prone.
  Backtrack Bindings
  Wondrous item, legendary (requires attunement)
  These airy light shoes can get you out of trouble with ease.
  While wearing these shoes, you gain a +1d12 bonus to your
  Dexterity saving throws. You can click the heels together,
  magically mark the location of where you start your turn,
  then use your movement. At the end of your turn, you teleport
  back to the original location of where you started your turn.
  Boots of Adept Charging
  Wondrous item, uncommon (requires attunement)
  These boots allow you to rush into the fray with less concern.
  While wearing these boots, you do not provoke opportunity
  attacks while dashing for the first half your movement.
  Boots of Dancing
  Wondrous item, rare
  These stylish boots make your feet light and springy, adding
  grace to your movements. While wearing these boots, you
  gain a +1d4 bonus to your Dexterity saving throws, you do
  not give advantage to creatures when you are stunned, and
  your Charisma (Performance) checks made to dance are
  made with advantage.
  Boots of Eagerness
  Wondrous item, rare (requires attunement)
  These very well made brocade boots put some pep in your
  step. While wearing these boots, you can click your heels
  together as a bonus action, and double your walking speed on
  your turn. You can only use this feature once per day.
  Boots of Equilibrium
  Wondrous item, uncommon
  These buckskin boots have a thick mesh sole that clings to
  the ground firmly. While wearing these boots, you move
  normally on slippery surfaces, such as surfaces affected by
  the grease spell.
  Boots of Free Movement
  Wondrous item, uncommon (requires attunement)
  Well crafted, these boots help to make sure that you keep
  moving against restraints. While wearing these boots, you
  gain a +1d4 bonus against saving throws and skill checks
  made to resist being gripped, restrained, and paralyzed.
  Boots of Furious Speed
  Wondrous item, rare (requires attunement)
  These boots vibrate and turn red as you take damage. While
  you are wearing these boots, your walking speed increases by
  10 feet whenever you take damage before the start of your
  turn. Once per day, when you take damage, you can use a
  reaction to move half your walking speed.
  Boots of Many Tracks
  Wondrous item, rare (requires attunement)
  These rugged hiking boots can change the shape of their
  soles to match different animals. While wearing these boots,
  the DC for Wisdom (Survival) checks to find your tracks is
  increased by 10. If your tracks are discovered, the creature
  must make an Intelligence (Nature) check of 15 or higher to
  determine if you made the tracks. On a failed save, the tracks
  appear to be from an animal of your choosing at the
  beginning of each day.
  57
  
  Boots of Quickness
  Wondrous item, uncommon
  The supple leather of this footwear is a similar, but lesser
  version of the Boots of Speed. While wearing these boots,
  your walking speed increases by 5 feet, and you gain a +1d4
  bonus to Dexterity saving throws.
  Boots of Sand and Sea
  Wondrous item, rare
  These wax coverings are very light and help the light of foot
  glide over land and can even help in water. While wearing
  these coverings, your walking speed increased by 10 feet so
  long as you are wearing light armor or no armor. Once per
  day, you can roll a Strength (Athletics) check made for
  swimming with advantage.
  Boots of Stealth
  Wondrous item, uncommon
  The materials of these leather boots are designed to make as
  little noise as possible. While wearing these boots, you gain a
  +1d6 bonus to all Dexterity (Stealth) checks to move silently.
  Boots of Swimming
  Wondrous item, very rare
  These fish scale boots have fins to assist with swimming and
  are enchanted to assist with underwater combat. While
  wearing these boots, you gain a swimming speed equal to
  your walking speed. Once per day, you can use an action to
  cast water breathing on yourself.
  Boots of Teleportation
  Wondrous item, legendary (requires attunement)
  These extremely elegant boots are spotless, almost likely they
  have never touched the ground. While wearing these boots,
  your movement can become a teleportation within line of
  sight equal to you walking speed.
  Boots of the Fencing Master
  Wondrous item, rare (requires attunement)
  These boots are enchanted in order to help defend yourself
  when moving between foes. While wearing these boots,
  whenever you use the disengage action, you gain a +1d4
  bonus to your AC and Dexterity saving throws until the end of
  your next turn.
  Boots of Withdrawal
  Wondrous item, very rare (requires attunement)
  These boots were created with the philosophy of “live to fight
  another day”. While wearing these boots, whenever you don’t
  use an action to attack or cast a spell, you gain a +1d6 bonus
  to your AC and saving throws until the end of your next turn.
  You also gain an additional 10 feet to your walking speed
  until the end of your next turn.
  Branchrunners
  Wondrous item, rare
  These boots are commonly worn by those who are training
  under rangers in order to be able to keep up with them.
  While wearing these boots, you ignore difficult terrain while
  in forests and jungles. You also gain a +1d6 bonus to
  Dexterity (Acrobatics) checks made to balance and land from
  a fall, as well as Strength (Athletics) checks made to climb
  trees.
  58
  Scribe’s Notes
  Extremely fun, but highly disorienting. It will take
  some time to get used to these.
  
  Butterfly Sandals
  Wondrous item, rare
  These sandals are very comfortable, and help to increase
  your movement while mid-air. While wearing these sandals,
  you can increase your existing flying speed by 15 feet. You
  must have a flying speed through a spell, racial feature, or
  item in order to gain this effect.
  Cat Tabi
  Wondrous item, rare (require attunement)
  These black silk footwear are commonly used by Shadow
  monks, and grant the wearer cat like agility. While wearing
  this footwear, you gain a +1d6 bonus to Strength (Athletics)
  checks made to jump. You take half damage from falls and
  always land on your feet.
  Defiant Boots
  Wondrous item, legendary
  These boots are made of sturdy irons and are enchanted in
  order to grip the ground to prevent any unintended
  movement. While wearing these boots, you are immune to
  being pushed, pulled, or slid against your will, so long as your
  feet are touching a solid surface. Whenever you are put under
  an effect that would push, pull, or slide you, you are
  considered to be under the effects of the Disengaged action
  until the end of your next turn.
  Dimensional Stride Boots
  Wondrous item, legendary (require attunement)
  These boots are made of an odd purple leather, and allow the
  wearer to step through space easily. While wearing these
  boots, you have advantage on all Dexterity saving throws. You
  can use your movement to teleport up to 15 feet to a spot you
  can see. At the start of each combat encounter, until you take
  damage, you can use your movement to teleport to a location
  equal to your walking speed that you can see.
  Dragonborn Greaves
  Wondrous item, rare (require attunement)
  Made of hide and scales, these boots are worn by dragonborn
  knights to enter they fray even when wounded. While wearing
  these boots, whenever you take damage, your walking speed
  is increased by 10 feet and your AC is increased by +1d4 until
  the end of your next turn.
  Dwarfstride Boots
  Wondrous item, very rare
  Nothing gets in the way of these dwarven make boots. While
  wearing these boots, you have advantage on any Strength
  (Athletics) and Dexterity (Acrobatics) checks made that are
  required to move through any type of terrain, as well as resist
  an effect that can pull, push, or slide you.
  Dwarven Boots
  Wondrous item, rare
  Commonly worn by the dwarven military, these boots help to
  keep their soldiers on their feet in combat. While wearing
  these boots, you have advantage on saving throws made to
  resist being knocked prone or restrained.
  Earthreaver Stompers
  Wondrous item, very rare (requires attunement)
  These boots allow the wearer to sense the earth and rend the
  ground beneath them. While wearing these boots, the wearer
  gains a tremorsense of 15 feet. 3 times per day, you can
  stomp the ground and cast earth tremor at 2nd level (save DC
  17).
  Earthstriders
  Wondrous item, very rare
  Wearing these blunt-toed and heavy boots allow you to move
  across earth quickly. While wearing these boots, you can use
  the following feature 3 times per day:
  As a part of your movement, you can teleport in a straight
  line to a location with a solid surface within 25 feet. The path
  must have no open air at any point, such as a pit or chasm.
  You do not require line of sight to teleport to the location, but
  it must be unoccupied. If the location you wish to teleport to
  is occupied, you do not teleport but the use is expended.
  Feyleaf Sandals
  Wondrous item, uncommon
  These delicate looking sandals are made from Feywild leaves
  and grant you safety when you fall. Whenever you fall while
  wearing these sandals, these sandals will attempt to save you.
  You teleport to the closest horizontal surface within 25 feet
  that can support your weight. You take no falling damage
  from the effect of this teleport. This feature can only be used
  once per day.
  59
  
  Feystep Lacings
  Wondrous item, rare (require attunement)
  These cords are made of enchanted wool from the Feywild,
  and gives you a limited teleport when laced into your boots.
  This item has 3 charges, and regains 1 charge at dawn. While
  wearing this item, you can use your movement to expend a
  number of charges to teleport. You teleport 10 feet for each
  charge expended. You must teleport to a location that you can
  see and is unoccupied.
  Fireburst Boots
  Wondrous item, very rare (require attunement)
  Made of enchanted iron, these boots have burn marks that
  never seem to disappear. While wearing these boots, you can
  use a reaction to teleport away in a burst of fire. You teleport
  30 feet away to a location that you can see and is unoccupied.
  The location where you were previously standing erupts in
  flames as it is the target of a fireball spell (save DC 17). You
  can use this feature once per day.
  Flanker’s Boots
  (Note: This magic item is only usable if your DM allows the
  optional flanking rule)
  Wondrous item, very rare (require attunement)
  These rabbit skin boots allow you to move quickly to fill in a
  spot to take advantage of a foe’s location. 3 times per day
  while wearing these boots, you can teleport to flank a foe
  within sight using your movement. The creature must have
  an allied creature within 5 feet of it, and you teleport to an
  unoccupied location in sight that grants you flanking against
  that creature.
  Floorfighter Straps
  Wondrous item, very rare
  These enchanted leather straps help to protect you when you
  are on the ground. While wearing these boot straps, you do
  not grant advantage to creatures while you are prone.
  Standing from being prone does not cost any additional
  movement.
  Goblin Stompers
  Wondrous item, uncommon (requires attunement)
  Boots that are made of enchanted cured leather, these boots
  let you get away scot free from a lazy attacker. While wearing
  these boots, you can use a reaction to use the following
  feature once per day:
  When a melee attack misses you, you can use your reaction
  to dodge even further away from the attack. You move half
  your walking speed and are considered to be disengaged
  from the creature that missed you.
  Jester Shoes
  Wondrous item, uncommon
  These colorful shoes invoke the playfulness of jesters in order
  to avoid certain tactics against you at a cost. While wearing
  these shoes, whenever a creature attempts to shove, grapple,
  or restrain you, you can use your reaction to automatically
  succeed against their action. You fall prone as a result of
  using this reaction.
  Lightstep Slippers
  Wondrous item, legendary
  Made of the highest quality doeskin, these slippers cushion
  your step and make your foot falls almost non-existent. While
  wearing these slippers, you have advantage on all Dexterity
  (Stealth) checks made to move silently. You leave behind no
  tracks, you can’t be detected with tremorsense, and you do
  not activate traps or hazards that are triggered by footsteps.
  Oceanstrider Boots
  Wondrous item, very rare
  These thigh-high, watertight boots allow you to move across
  water with ease. While wearing these boots, your walking
  speed in increased by 5 feet. You can also stand on horizontal
  liquid surfaces as if they were solid, though you still take
  damage from hazardous liquids like acid or lava.
  Phantom Chaussures
  Wondrous item, legendary (requires attunement)
  This silk clothing covers your lower legs, and lets its wearer
  become ghost like with their movements. While wearing this
  item, whenever you move at least half your walking speed on
  your turn, you can use one of the following features:
  All creatures have disadvantage on Wisdom (Perception)
  checks made to spot you.
  You cast invisibility on yourself. This can be used three
  times per day.
  You teleport from the Material Plane to the Ethereal Plane
  until the end of your next turn. This can be used once per day.
  Quickling Boots
  Wondrous item, rare
  These silver threaded boots are made using Quickling
  techniques and look to grant you their speed. While wearing
  these boots, whenever you move your full walking speed, your
  walking speed increases by 5 feet, and you gain a +1d4 bonus
  to your AC against opportunity attacks until the end of your
  turn.
  60
  Scribe’s Notes
  Slippers made for a thief. I’m honestly not surprised
  something like this ended up in these vaults. Makes
  me wonder how the items got here.
  
  Rushing Cleats
  Wondrous item, rare (requires attunement)
  These enchanted boots straps are fitted with spikes in order
  to help you gain more traction while running. While wearing
  these cleats, whenever you take a Dash action, you ignore
  difficult terrain. Whenever you make a shove attack, you push
  10 feet rather than 5 feet thanks to your better footing.
  Sandals of Arcane Transposition
  Wondrous item, very rare (requires attunement)
  These rune covered open toe sandals allow the wearer to
  teleport to a location of their spells. While wearing these
  sandals, whenever you cast a spell that affects an area rather
  than a single target, you can use a bonus action to teleport to
  a location that was previously within the area of effect for the
  spell.
  Sandals of Avandra
  Wondrous item, legendary
  These glyph covered corded foot coverings look to protect
  you whenever you are moving against even the largest of foes.
  While wearing these sandals, your walking speed in
  increased by 10 feet. For the first half of your movement, you
  do not provoke opportunity attacks.
  Sandals of Precise Stepping
  Wondrous item, uncommon (requires attunement)
  While wearing these enchanted leather sandals, you will find
  that your steps are softer, stronger and more precise. While
  wearing these sandals, you gain a +2 bonus to all Strength
  (Athletics), Dexterity (Acrobatics), and Dexterity (Stealth)
  checks made.
  Shadowsteppers
  Wondrous item, very rare (requires attunement)
  Wearing these matte black slippers will allow you to
  disappear into the shadows around you. These slippers have
  5 charges, and regains 1 charge at dawn. While wearing
  these slippers, you can expend a charge to move between
  shadows. While standing in an area of dim light, you can
  teleport to another area of dim light within 25 feet of you. The
  area must be within sight and unoccupied or the teleport fails
  and the charge is expended.
  Steadfast Boots
  Wondrous item, rare (requires attunement)
  These iron boots reward you for acting like a fortress to
  protect your allies. While wearing these boots, so long as you
  haven’t moved since your last turn and are within 15 feet of
  an allied creature, at the start of your turn you gain a +2
  bonus to your AC and saving throws until the end of your next
  turn. If you move or are moved at any point while this bonus
  is active, you lose this bonus.
  Surefoot Boots
  Wondrous item, uncommon (requires attunement)
  These boots have many iron straps attached to them, and
  make sure the wearer is always on solid footing. While
  wearing these boots, you gain a +1d4 bonus to checks and
  saving throws made against being knocked prone. Standing
  up from being prone doesn’t cost any movement while
  wearing these boots.
  Thornwalker Slippers
  Wondrous item, rare (requires attunement)
  These slippers are heavily padded at the bottom to prevent
  any harm coming to the wearer from dangerous terrain.
  While wearing these slippers, you are unaffected by difficult
  terrain from natural hazards like quicksand, snow, or thorny
  terrain. You also take no damage from moving in these
  environments.
  Tumblers Shoes
  Wondrous item, rare
  These very well built shoes allow you to move with ease, even
  if you don’t normally do so. While wearing these shoes,
  whenever you roll a Strength (Athletics) or Dexterity
  (Acrobatics) check that is lower than a 10, you can replace
  the result as if you had rolled a 10 instead. This feature can
  be used once per day.
  Zephyr Boots
  Wondrous item, legendary (requires attunement)
  These winged boots allows the wearer to fly, so long as they
  are light enough. While wearing these boots, you gain a flying
  speed equal to your walking speed, so long as you are
  wearing light armor or no armor.
  Hand items
  Antipathy Gloves
  Wondrous item, rare (requires attunement)
  The enchantment upon these gloves senses the hostility of
  creatures and keeps them at bay. While wearing these gloves,
  any creature that is hostile to you considers the area 5 feet
  around you to be difficult terrain, due to the forceful aura
  these gloves give off to them.
  61
  Scribe’s Notes
  It takes a lot of willpower to suppress my base
  instincts and not simply take these for myself.
  
  Breaching Gauntlets
  Wondrous item, uncommon (requires attunement)
  Made of thick black leather, these gauntlets look to make
  your attack pierce through the resistances of your opponents.
  While wearing these gauntlets, you can use a bonus action to
  use the following feature once per day:
  When you hit with a weapon attack, you can force the hit
  creature to make a DC 14 Constitution saving throw. On a
  failed save, your weapons’ damage ignores any resistance to
  the weapon’s damage type the creature might have.
  Burning Gauntlets
  Wondrous item, uncommon (requires attunement)
  These dark iron gauntlets seem to trailing thin smoke from
  the finger tips when moving them. These gauntlets have 3
  charges, and regains 1 charge at dawn. While wearing these
  gauntlets, you can use an action to expend a charge to cast
  burning hands (save DC 14).
  Cat Paws
  Wondrous item, rare (requires attunement)
  These gloves have retractable claws that allow climbing to
  become much easier. It is assumed they are Tabaxi in design.
  While wearing these gloves, you can use a bonus action to
  cause the retractable claws to extend from the gloves, or
  return them to normal. While the claws are extended, you
  have advantage on Strength (Athletics) checks made to climb.
  You can also use them in place of an unarmed attack. They
  deal 1d4 + your Strength or Dexterity modifier slashing
  damage.
  Caustic Gauntlets
  Wondrous item, rare (requires attunement)
  These leather gauntlets have a rough texture, and can be
  used to coat your ammunition with acid. These gauntlets have
  3 charges, and regain 1 charge at dawn. While wearing these
  gauntlets, you can use a bonus action to expend a charge and
  coat a piece of ammunition for a ranged weapon with acid.
  The acid lasts 1 minute or until you hit a creature. Any acid
  coated ammunition deals an additional 1d6 acid damage on
  hit.
  Dwarven Thrower Gauntlets
  Wondrous item, rare (requires attunement)
  These leather gauntlets have a stone plate on the front of the
  hand, and look to emulate the power of a more powerful
  enchantment. While wearing these gauntlets, whenever you
  use a ranged attack with a weapon with the thrown property,
  it returns to your grip at the end of your turn, if it is able.
  Flaying Gloves
  Wondrous item, uncommon (requires attunement)
  Tight fitting and very light, these gloves are enchanted to give
  your blades deeper cuts that are hard to heal. These gloves
  have 2 charges, and regain 1 charge at dawn. While wearing
  these gloves, you can expend a charge and enchant a bladed
  weapon to cut deeply into the flesh. When you deal slashing
  damage to a creature, the creature must make a DC 14
  Dexterity saving throw. On a failed save, they take 1d4
  damage at the start of their turn due to bleeding. This
  bleeding lasts until they succeed a DC 14 Constitution saving
  throw at the end of their turn.
  Frost Gauntlets
  Wondrous item, rare (requires attunement)
  The ice crystal runes on these gauntlets flare with magic
  when gripping your weapon. These gauntlets have 3 charges,
  and regain 1 charge at dawn. While wearing these gauntlets,
  you can use a bonus action to expend a charge and coat a
  melee weapon with ice. The ice lasts 1 minute or until you hit
  a creature. Any ice coated weapon deals an additional 1d6
  cold damage on hit.
  Gauntlets of Blinding Strikes
  Wondrous item, rare (requires attunement)
  Wearers of these gauntlets swear by their ability to increase
  the speed of their strikes at the cost of accuracy. These
  gauntlets have 3 charges, and regains 1 charge at dawn.
  While wearing these gauntlets, you can use a bonus action to
  expend a charge and attack quickly but inaccurately. You can
  make an additional weapon attack, but you suffer a -1d6
  penalty to the attack roll.
  62
  
  Gauntlets of Brilliance
  Wondrous item, rare (requires attunement)
  These gold trimmed gauntlets can illuminate both
  themselves and the weapons wielded with them. While
  wearing these gauntlets, you can cast light on the gauntlets
  as an action and end it. These gauntlets have 3 charges, and
  regain 1 charge at dawn. While wearing these gauntlets, you
  can use a bonus action to expend a charge and coat a weapon
  with radiant light. The light lasts 1 minute or until you hit a
  creature. Any light coated weapon deals an additional 1d6
  radiant damage on hit.
  Giant Gloves
  Wondrous item, very rare (requires attunement)
  These gloves appear to be too big for your hands at first, but
  they offer you increased strength and grip. While wearing
  these gloves, you gain a +1d10 bonus to Strength (Athletics)
  checks made to grapple and hold onto a creature. While
  having a creature of your size category or smaller grappled,
  you can use an action to end the grapple early in order to
  throw the creature. You can throw the creature up to 25 feet
  away from you. If you throw the creature into another
  creature, the targeted creature must make a Dexterity
  (Acrobatics) check vs your Strength (Athletics) check. On a
  failed save, both the targeted and thrown creature take 2d6 +
  Strength modifier bludgeoning damage and fall prone.
  Gloves of Accuracy
  Wondrous item, very rare (requires attunement)
  These fingerless deerskin gloves allow your shots to hit even
  the most concealed target. While wearing these gloves, your
  ranged weapon attacks ignore ½ and ¾ cover. You also ignore
  disadvantage with ranged weapon attacks on creatures that
  are prone.
  Gloves of Agility
  Wondrous item, uncommon (requires attunement)
  These fingerless gloves give your fingers a slight tingle as you
  move them. While wearing these gloves, you gain a +1d4
  bonus to Dexterity checks made.
  Gloves of Camaraderie
  Wondrous item, legendary
  These gloves are made of fine cashmere, and allow you to
  draw an ailment of an ally into yourself. While wearing these
  gloves, as a bonus action, you can touch a willing creature
  within range who is undergoing a condition that requires a
  saving throw to end. You transfer the condition to yourself,
  and you may expend a hit die to give yourself advantage on
  the saving throw. The condition must require a Constitution,
  Intelligence, Wisdom, or Charisma saving throw to transfer.
  Gloves of Dimensional Repulsion
  Wondrous item, very rare (require attunement)
  These gloves are covered in strange runes that seem to move
  on their own accord. These gloves have 3 charges, and regain
  1 charge at dawn. While wearing these gauntlets, you can use
  a bonus action to expend a charge and coat a weapon a
  strange eldritch power. The effect lasts 1 minute or until you
  hit a creature. When you hit a creature with weapon coated
  with this power, they must make a DC 18 Charisma saving
  throw, or be teleported 15 feet away from their current
  location to an unoccupied space of your choosing.
  Gloves of Eldritch Admixture
  Wondrous item, rare (require attunement by a warlock)
  These gloves help to channel the power of your pact through
  the Elemental Chaos. Whenever you deal damage with your
  eldritch blast spell, you can change the damage type to be
  acid, fire, or cold damage. These gloves have 3 charges, and
  regains 1 charge at dawn. As a bonus action, when you deal
  damage with your eldritch blast spell, you can expend a
  number of charges to increase the damage of a single bolt of
  the eldritch blast. The damage increases by 1d6 for each
  charge expended, and the additional damage must be fire,
  cold, or acid damage.
  Gloves of Storing
  Wondrous item, rare
  These ornate chamois gloves have the power of hiding away
  an item of your choosing. While wearing these gloves, you
  can store a single item in an extra dimensional space as a
  bonus action. The item must weigh no more than 10 pounds.
  As a bonus action, you can summon forth the item from the
  extra dimensional plane within 5 feet of you. If the item is a
  weapon, it may be wielded. If the gloves are damaged or
  destroyed in any way, any item stored in the extra
  dimensional space is cast into the Astral Sea.
  63
  
  Gloves of the Bounty Hunter
  Wondrous item, rare (requires attunement)
  Made of enchanted hide with weighted knuckles, these gloves
  are commonly used by those who wish to capture targets
  alive rather than dead. While wearing these gloves, you can
  use a bonus action to cast hunter’s mark once per day. When
  a creature of your size category or smaller falls unconscious
  to non-lethal damage from your attacks, you can use a bonus
  action to have magical rope restrain the creature. The rope
  lasts for 24 hours, and enchanted to be resistant to breaking,
  requiring a DC 20 Strength check to break.
  Gloves of the Healer
  Wondrous item, rare (requires attunement by a spell caster)
  These gloves are made from woven medical bandages that
  have been enchanted to assist with healing spells. Whenever
  you cast a spell that heals another creature, they regain an
  additional 1d6 hit points.
  Gloves of Transference
  Wondrous item, very rare (requires attunement by a spell
  caster)
  These gossamer gloves have the ability to take a spell
  intended for yourself and allows you to share it with an ally.
  While wearing these gloves, while you are under the effects
  of a spell that has a range of self, you can use a bonus action
  to touch a creature and grant them the effects of the spell as
  if they had cast it on themselves.
  Greatreach Gauntlets
  Wondrous item, very rare (requires attunement)
  These gauntlets have enchanted steel rods embedded into
  them that can take a weapon you are holding and attack
  further with it. While wearing these gauntlets, you can use a
  bonus action to extend or retract the steel rods of the
  gauntlets, which increases the range of your melee weapons
  by 5 feet while extended. Melee weapon attacks made while
  the gauntlets are extended suffer a -1d4 to attack rolls due to
  being slightly harder to wield.
  Green Thumbs
  Wondrous item, rare (requires attunement)
  These green thimbles attach with leather bindings to the
  hand, and are enchanted with druidic magic. While wearing
  these gloves, you can cast the cantrip druidcraft at will. These
  gloves have 3 charges, and regain 1 charge at dawn. While
  wearing these gloves, you can use an action to expend a
  charge to cast the spell spike growth (save DC 17)
  Hedge Wizard Gloves
  Wondrous item, uncommon
  Anyone wearing these patchwork gloves can perform magic
  tricks. While wearing these gloves, you can cast the cantrip
  spells mage hand and prestidigitation at will.
  Holy Gauntlets
  Wondrous item, rare (requires attunement by a cleric or
  paladin)
  These silver gauntlets are polished and covered in holy runes.
  They help to bring light to the darkness. While wearing these
  gauntlets, any damaging spell of 1st level or higher that you
  cast deals an additional 1d6 radiant damage.
  Knife Thrower Gloves
  Wondrous item, uncommon (requires attunement)
  Assassins who wear these gloves will find their knives
  landing harder, if somewhat less accurately. While wearing
  these gloves, you can choose to empower a dagger throw
  with extra power at the cost of accuracy. When making a
  ranged attack with a dagger, you can choose to take a -5
  penalty to the attack roll to add +10 to the damage roll.
  Lancing Gloves
  Wondrous item, uncommon
  These brown riding gloves provide extra grip to your
  weapons. While wearing these gloves, you deal an additional
  1d4 damage with melee weapons while mounted. You also
  have advantage on Strength checks and saving throws made
  to resist being disarmed while mounted.
  64
  Scribe’s Notes
  Another prime example of my biases showing in
  my notes. While I am sure they have their uses,
  specialization in mundane magic just seems silly.
  
  Lightning Reflex Gloves
  Wondrous item, legendary (requires attunement)
  These tight, jet black gloves give your hands a nervous twitch
  when surrounded by foes. While wearing these gloves, you
  can make opportunity attacks without requiring a reaction.
  You are not limited to one opportunity attack per round. You
  also gain a +1d6 bonus to attack rolls made for opportunity
  attacks.
  Longshot Gloves
  Wondrous item, rare (requires attunement)
  These fingerless gloves help to steady your hands when
  making long distance shots. While wearing these gloves, you
  roll normally for ranged weapon attacks against creatures
  within long range.
  Luckbender Gloves
  Wondrous item, uncommon (requires attunement)
  These Halfling designed gloves depicts an image golden
  shamrock on the back, giving a hint as to their purpose. Once
  per day while wearing these gloves, if you roll a natural 1 on
  an attack roll, saving throw, or skill check, you can roll again
  and keep the second result.
  Parry Gauntlets
  Wondrous item, uncommon (requires attunement)
  Favored by fighters, these heavily armored gauntlets sense
  when you are defending and add to your armor. While
  wearing these gauntlets, when you use a Dodge action, you
  can add +1d4 to your saving throws and AC until the start of
  your next turn.
  Spell Anchors
  Wondrous item, rare (requires attunement by a spell caster)
  The arcane runes of these silk gloves can help to extend the
  life a spell that has faltered. While wearing these gloves, you
  can use the following feature once per day as a reaction:
  When you fail on a concentration check for a spell, you can
  invoke the power of the gloves to extend the length of the
  spell for just a bit longer. The concentration for the spell lasts
  until the end of your next turn.
  Storm Gauntlets
  Wondrous item, rare (requires attunement)
  Gold and iron plates on the back of these gauntlets pulse with
  storm-like energy. These gauntlets have 3 charges, and regain
  1 charge at dawn. While wearing these gauntlets, you can use
  a bonus action to expend a charge to imbue a weapon with
  thunderous power. The power lasts 1 minute or until you hit a
  creature. Any weapon imbued with this power deals an
  additional 1d6 thunder damage on hit.
  Strikebacks
  Wondrous item, rare
  The back of these gloves are covered with spikes, and are
  used to counter attack. While wearing these gloves, your
  unarmed attacks deal 1d6 piercing damage. When you are hit
  with a melee attack, you can use a reaction to make an
  unarmed attack against them.
  Sure Shot Gloves
  Wondrous item, rare (requires attunement)
  The enchantment on these gloves help to hit those who dare
  hide from your attacks. While wearing these gloves, your
  ranged weapon attacks ignore ½ cover.
  Vampiric Gauntlets
  Wondrous item, very rare (requires attunement)
  These dark iron gauntlets radiate dark energy. Shadows cast
  by these gauntlets seem a bit darker than normal. These
  gauntlets have 3 charges, and regains 1 charge at dawn.
  While wearing these gauntlets, you can use an action to
  expend a charge to cast vampiric touch, using your Dexterity
  or Strength modifier plus your proficiency bonus for the spell
  attack.
  Venom Gloves
  Wondrous item, very rare (requires attunement)
  These snakeskin gloves make your weapons like fangs of a
  cobra. These gloves have 3 charges, and regain 1 charge at
  dawn. While wearing these gloves, you can use a bonus
  action to expend a charge to inject a melee weapon with
  venom. The venom lasts 1 minute or until you hit a creature.
  Any creature hit with a venom injected weapon must make a
  DC 17 Constitution saving throw. On a failed save, the
  creature takes an additional 1d6 poison damage and are
  poisoned, or half as much on a successful save. The creature
  is poisoned until they succeed on a DC 17 Constitution
  saving throw at the end of their turn.
  Wrestlers Gloves
  Wondrous item, uncommon
  These rough hide wraps are coated with a substance that
  helps you hold on to creatures and objects. While wearing
  these gloves, you gain a +1d4 bonus to Strength (Athletics)
  checks made to prevent escapes from grapples and being
  disarmed, as well as to Dexterity (Acrobatics) checks made to
  grab something while falling.
  Head Items
  Arcanist’s Glasses
  Wondrous item, uncommon
  These glasses make runes on magical items seem more
  visible. While wearing these glasses, you gain a +1d6 bonus
  to Intelligence (Arcana) checks made to determine if an
  object is magical.
  65
  
  Bronze Serpent
  Wondrous item, legendary (requires attunement)
  A small bronze snake slowly orbits your head and grants you
  various benefits. While this item orbits your head, you gain
  immunity to poison damage and to being poisoned. You gain
  blindsight within 30 feet around you from being able to sense
  heat and temperature visually. You also gain a +1d12 bonus
  to Wisdom (Medicine) checks and Constitution saving
  throws.
  Carcanet of Psychic Schism
  Wondrous item, very rare (requires attunement)
  This ornate headband help to protect you from effect that
  would steal away your focus by splitting your thoughts in two.
  While wearing this headband, you have immunity to being
  charmed, frightened, and stunned. You also gain resistance to
  psychic damage. Whenever you are targeted by an effect that
  would charm, frighten, or stun you, or you take psychic
  damage, you suffer a -1d8 penalty to your attack rolls and
  saving throws due to your mind splitting to protect you until
  the end of your next turn.
  Casque of Tactics
  Wondrous item, uncommon (requires attunement)
  This billhorn helm is popular among mercenary captains
  thanks to its ability to allow the wielder to forge ahead of the
  company. While wearing this helm, you gain a +1d4 bonus to
  your initiative roll. Once per day while wearing this helm, at
  the start of an encounter, you can swap your initiative roll
  with another willing creature you can see.
  Circlet of Indomitability
  Wondrous item, rare (requires attunement)
  This simple golden circlet help to protect the mind of the
  wearer. While wearing this circlet, you gain a +1d6 bonus to
  Wisdom and Intelligence saving throws
  Circlet of Mental Onslaught
  Wondrous item, rare (requires attunement by a spell caster)
  Spells that affect the minds of your foes are stronger while
  wearing this circlet. While wearing this circlet, whenever a
  creature needs to make a Wisdom, Intelligence, or Charisma
  saving throw for your spells, they suffer a -1d4 penalty to their
  saving throw.
  Circlet of Rapid Casting
  Wondrous item, very rare (requires attunement by a spell
  caster)
  This rune etched silver circlet causes spells to race through
  your mind quickly. Once per day while wearing this circlet,
  you can cast a spell as a bonus action that would normally
  require an action to cast.
  Circlet of Second Chances
  Wondrous item, uncommon (requires attunement)
  Wearing this plain copper headband seems to increase your
  luck when you need it most. Once per day while wearing this
  circlet, you can reroll a death saving throw that you have
  failed, and keep the second result.
  Clockwork Cowl
  Wondrous item, legendary (requires attunement)
  This enchanted brass cowl is of gnomish design, and gives off
  a soft ticking noise that the wearer hears. Once per day while
  wearing this cowl, you can speed up your internal
  mechanisms. You gain the use of two additional actions,
  however they cannot be used in order to use an Attack action
  or cast a spell.
  Coif of Focus
  Wondrous item, legendary (requires attunement)
  This metal hood covers your head, ears, and eyes, but seems
  to enhance everything it touches. While wearing this coif, you
  have advantage on concentration checks, Wisdom
  (Perception) checks made to see or hear something, and
  Intelligence (Investigation) checks. You are also immune to
  being deafened or blinded.
  66
  Scribe’s Notes
  Wonderful. Absolutely wonderful. The design of
  this cowl is exceptional, and researching its
  craftsmanship is a pleasure.
  
  Coif of Mindiron
  Wondrous item, rare (requires attunement)
  This shiny metal coil was made in order to help the wearer
  fight mind flayers and other psychic creatures. Once per day
  while wearing this hood, whenever you become charmed or
  stunned, the condition immediately ends.
  Crown of Doors
  Wondrous item, uncommon
  As silly as this stone and wood crown looks, it is quite useful
  for those looking to find alternative ways into or out of a
  building. While wearing this crown, you gain a +1d6 bonus to
  Wisdom (Perception), Intelligence (Arcana), and Intelligence
  (Investigation) checks made to find secret doors and hidden
  passages.
  Crown of Eyes
  (Note: This magic item is only usable if your DM allows the
  optional flanking rule)
  Wondrous item, very rare (requires attunement)
  The many eye like designs of this crown makes sure that you
  are covered on all sides. While wearing this crown, you do
  not grant advantage while flanked. You gain a +1d6 to
  Wisdom (Perception) checks, and no not have disadvantage
  on Wisdom (Perception) while asleep, so long as you are
  wearing this headband.
  Crown of Infernal Legacy
  Wondrous item, rare (requires attunement by a tiefling)
  This dark chain cowl draws out additional power from the
  devilish bloodline of Tieflings. While wearing this cowl, when
  you cast a spell that is considered one of your racial feature
  spells, you can increase the damage of spells damage by 1d6.
  If the spell requires a saving throw, creatures targeted by the
  racial feature spell suffers a -1d6 penalty to the saving throw.
  Crown of Leaves
  Wondrous item, uncommon (requires attunement)
  The oak leaves of this crown stay forever green, and are
  commonly found worn by druids. While wearing this crown,
  you gain a +1d4 bonus to Wisdom (Insight) and Wisdom
  (Nature) checks.
  Crown of Nature’s Rebellion
  Wondrous item, very rare (requires attunement)
  This birch skullcap looks to protect its wearer from forces
  that seek to drain life force. While wearing this skullcap, you
  gain resistance to necrotic damage. Whenever you take
  necrotic damage from an attack, you can use a reaction to
  have the creature that attacked you make a DC 17 Dexterity
  saving throw. On a failed save, they take force damage equal
  amount of damage you took, as the helm shoots forth a blast
  of energy to protect you.
  Crown of the World Tree
  Wondrous item, very rare (requires attunement)
  This crown of ash is heavily enchanted, and the runes ignite
  with power when you cast a ritual. While wearing this crown,
  the amount of time to cast a ritual spell is reduced by half.
  Cynic’s Goggles
  Wondrous item, uncommon (requires attunement)
  These bronze and leather goggles are often used by mages
  who wish to see the truth behind spells. While wearing these
  goggles, you gain a +1d4 bonus to checks and saving throws
  used to detect illusions.
  Dread Helm
  Wondrous item, very rare (requires attunement)
  This dark iron closed helm makes your eyes appear as
  burning red points and gives you an aura of menace. While
  wearing this helm, you have advantage on Charisma
  (Intimidation) check, but have disadvantage on Charisma
  (Persuasion) checks. Whenever you are hit with an attack,
  you can use a reaction to have the eyes of helm flare to scare
  whoever dare hit you. The creature that attacked you must
  make a DC 18 Wisdom saving throw, or be frightened of you
  for 1 minute or until they succeed a DC 18 Wisdom saving
  throw at the start of their turn.
  Eye of Awareness
  Wondrous item, legendary
  This eyepatch is has a bloodshot eye symbol on the front,
  giving the impression that you are always watching. While
  wearing this eye patch, your initiative bonus is doubled, and
  you cannot be considered to have an initiative check lower
  than a 15.
  Eye of Deception
  Wondrous item, rare (requires attunement)
  This copper and leather eyepatch is inlaid with a mummified
  eye that distracts others and aids your lies. While wearing
  this eyepatch, you gain a +1d6 bonus to Charisma
  (Deception) and Dexterity (Stealth) checks, as well as to
  saving throws against illusion spells.
  67
  
  Eye of Discernment
  Wondrous item, legendary (requires attunement)
  This eyepatch is studded with an astral diamond that is
  enchanted to notice everything that passes before it. While
  wearing this eyepatch, you are immune to being blinded as
  the astral diamond always projects your sight. You gain a
  +1d10 bonus to Wisdom (Perception) and Wisdom (Insight)
  checks. You can also use an action to cast detect magic 3
  times per day.
  Eye of the Basilisk
  Wondrous item, legendary (requires attunement)
  This silver eye patch is enchanted to keep a perfectly
  preserved and highly dangerous basilisk eye alive. While
  wearing this eyepatch, if a creature starts its turn within 30
  feet of you and the two creatures can see each other, then you
  can force the creature to make a DC 17 Constitution saving
  throw if you aren’t Incapacitated. On a failed save, the
  creature magically begins to turn to stone and is Restrained.
  It must repeat the saving throw at the end of its next turn. On
  a success, the effect ends. On a failure, the creature is
  Petrified until freed by the greater restoration spell or other
  magic.
  A creature that isn't surprised can avert its eyes to avoid
  the saving throw at the start of its turn. If it does so, it can't
  see you until the start of its next turn, when it can avert its
  eyes again. If it looks at you in the meantime, it must
  immediately make the save.
  Eye of the Earthmother
  Wondrous item, legendary (requires attunement)
  This knothole like eye formed from roots floats around your
  head. It is said that this is actually an eye of an ancient and
  supremely wise treant. While this object floats around your
  head, you know the type, origin, and resistances of any
  creature in sight. You can also cast the spell dominate beast
  (save DC 20) at 7th level once per day.
  Factotum Helm
  Wondrous item, very rare (requires attunement)
  This finely craft and etch helm allows you to gain mastery
  over a skill you didn’t have previously. While wearing this
  helm, after a long rest, choose a skill that don’t have
  proficiency in. For the next 24 hours, while you are wearing
  this helm, you are considered to be proficient in that skill, and
  your proficiency bonus is doubled for that skill.
  Gem of Colloquy
  Wondrous item, uncommon (requires attunement)
  This gem hovers around your head, increasing your auditory
  skills and use of language. While this gem is hovering around
  your head, you gain a +1d4 bonus to Charisma (Deception)
  and Charisma (Persuasion) checks. You can also speak and
  understand one additional language of the DM’s choice.
  Goggles of Aura Sight
  Wondrous item, uncommon (requires attunement)
  These goggles were created by wizards to assist healers with
  their practices. Once per day while wearing these goggles,
  you can choose a creature in sight and gain additional
  information about them. You learn their current and
  maximum hit points, if they are currently poisoned or
  diseased, and if they have any resistances or immunity to
  poison and disease.
  Goggles of the Bone Collector
  Wondrous item, rare (requires attunement)
  These goggles are made of various creatures and assist the
  wearer with learning more about other creatures. While
  wearing these goggles, you gain a +1d6 bonus to any checks
  made to learn more about a creature. Once per day, you can
  target a creature in sight and instantly learn the type, origin,
  and resistances of the creature.
  Grimlock Helm
  Wondrous item, very rare
  The opaque visor of this menacing helm covers your eyes, but
  grants you senses similar to the creature that shares the
  name of this helm. As a bonus action, you can lower the visor
  of this helm. While the visor is down, you are considered
  blind, but gain blindsight of 30 feet. You can regain your
  normal perception by raising the visor as a bonus action.
  68
  
  Headband of Insight
  Wondrous item, very rare
  This simple looking headband increases the wearers ability
  to detect lies. While wearing this headband, you gain a +1d6
  bonus to your Wisdom (Insight) checks.
  Headband of Intellect
  Wondrous item, rare (requires attunement)
  This silk cord, when worn across the head, increase the
  mental abilities of wearer to higher limits. While wearing this
  headband, you gain a +1d6 bonus to all Intelligence checks
  and saving throws you make. Whenever you deal psychic
  damage to a creature while wearing this headband, the
  psychic damage is increased by 1d6.
  Headband of Perception
  Wondrous item, uncommon (requires attunement)
  This headband is covered with enchanted eye runes to help
  you keep an eye out. While wearing this headband, you gain a
  +1d4 bonus to your Wisdom (Perception) checks.
  Headband of Psychic Attack
  Wondrous item, very rare (requires attunement)
  This simple leather headband has crystals woven into it that
  allows you to lash out at a creature's mind. This headband
  has 3 charges, and regains 1 charge at dawn. While wearing
  this headband, you can use an action to expend a charge and
  cast phantasmal killer (save DC 17).
  Helm of Hidden Horrors
  Wondrous item, very rare (requires attunement)
  The leather helm is meant to be a counter to any creature
  that tries to trick you with illusions or control your mind.
  While wearing this helm, you gain a +1d6 bonus to your
  Wisdom saving throws. Whenever you succeed on a Wisdom
  saving throw, the creature that forced you to make the save
  takes 3d6 force damage from the helm blasting out in
  retaliation. The creature must be in sight to take this damage.
  Helm of Opportunity
  Wondrous item, uncommon (requires attunement)
  This bronze helm is enchanted in order to help you attack
  foes who try to get away. While wearing this helm, you gain a
  +1d4 bonus to opportunity attack rolls.
  Helm of Swift Punishment
  Wondrous item, very rare (requires attunement)
  Wearing this helm allows you to attack with unusual
  swiftness when striking fleeing foes. While wearing this
  helm, whenever you make an opportunity attack, you can
  make 2 melee attacks rather than one.
  Helm of the Stubborn Mind
  Wondrous item, uncommon
  The metal of this helm helps to prevent psychic charms from
  affecting you. While wearing this helm, you gain a +1d4
  bonus to Wisdom saving throws made against being
  charmed.
  Helm of Vigilant Awareness
  Wondrous item, rare (requires attunement)
  The gems above the eye and ear holes of this helmet helps to
  keep your senses fresh when something would seek to rob
  them. Twice per day while wearing this hood, whenever you
  become blinded or deafened, the condition immediately ends.
  Hunter’s Headband
  Wondrous item, uncommon
  The leather headband is enchanted to turn your senses when
  looking for food in the wilderness. While wearing this
  headband, you gain a +1d4 bonus to Wisdom (Survival)
  checks made to forage and hunt for food.
  Inquisitor’s Helm
  Wondrous item, very rare (requires attunement)
  This boiled leather skullcap has the ability to pry into the
  mind of creature and read their minds. This helm has 5
  charges, and regains 1d4 charges at dawn. While wearing
  this helm, you can use an action to expend a charge to cast
  detect thoughts (save DC 17).
  69
  
  Ioun Stone
  Wondrous item, rarity varies (requires attunement)
  An Ioun stone is named after Ioun, a god of knowledge and
  prophecy revered on some worlds. Many types of Ioun stone
  exist, each type a distinct combination of shape and color.
  When you use an action to toss one of these stones into the
  air, the stone orbits your head at a distance of 1d3 feet and
  confers a benefit to you. Thereafter, another creature must
  use an action to grasp or net the stone to separate it from
  you, either by making a successful Attack roll against AC 24
  or a successful DC 24 Dexterity (Acrobatics) check. You can
  use an action to seize and stow the stone, ending its effect.
  A stone has AC 24, 10 Hit Points, and Resistance to all
  damage. It is considered to be an object that is being worn
  while it orbits your head.
  Perfect Language (legendary). You gain a +1d10 bonus to
  Charisma (Persuasion), Charisma (Intimidation), and
  Charisma (Deception) checks, and understand all spoken
  languages. When you speak, all creatures hear you speak in a
  language that they understand while this white and pink
  rhombic prism floats around your head.
  Steadfastness (legendary). While you are within 5 feet of a
  friendly creature, you are immune to being frightened and
  charmed. If you are frightened or charmed and move within 5
  feet of an allied creature, the condition ends as this pale
  aquamarine prism clears your mind and reminds you of your
  allies’ support.
  Laurel Circlet
  Wondrous item, rare (requires attunement)
  This tin coronet is typically worn by diplomats in order to
  help them with social situations. While wearing this circlet,
  you gain a +1d6 bonus to Charisma (Persuasion) and
  Wisdom (Insight) checks, as well as to saving throws against
  illusions and being charmed.
  Mask of Slithering
  Wondrous item, rare (requires attunement)
  This serpent skin mask allows you to slink out of the way of
  an attack and let someone else take the hit. Once per day
  while wearing this mask, you can use a reaction to increase
  your ability to dodge an attack. Your AC increases by 1d4 for
  a melee or ranged attack against you. If the attack misses, the
  attacker must reroll against another creature of your choice
  within 5 feet of you.
  Mask of Terror
  Wondrous item, very rare (requires attunement)
  This seemingly normal white porcine mask can take on the
  appearance of demonic flesh and horror at your command.
  This mask has 3 charges, and regains 1 charge at dawn.
  While wearing this mask, you can use an action to expend a
  charge and cast fear (save DC 17) as you cause the mask to
  appear horrific to those around you.
  Phrenic Crown
  Wondrous item, rare (requires attunement by a spell caster)
  This pink coral coronet has a similar appearance to brain
  matter, but still seems beautiful regardless. While wearing
  this crown, any creature that makes a Wisdom saving throw
  against your spells suffers a -1d4 penalty to their saving
  throw.
  Quickening Diadem
  Wondrous item, legendary (requires attunement)
  This diadem of enchanted astral diamonds float around your
  head and gives your body clarity when your mind does not.
  While wearing this diadem, your body can move regardless of
  what troubles you. You can still move your normal walking
  speed while paralyzed, stunned, poisoned, or suffering from at
  least 2 levels of exhaustion.
  Reading Spectacles
  Wondrous item, uncommon (requires attunement)
  These copper eyeglasses are mostly worn by wizards, scribes,
  and scholars who don’t want to be bothered with translation.
  While wearing these glasses, you are considered to be under
  the effects of the comprehend languages spell for the
  purposes of written languages. You must be touching the
  surface of the language you are reading, and it takes about 1
  minute to read one page of text.
  70
  Scribe’s Notes
  I am personally wearing a set of these that were
  found. I highly recommend them.
  
  Skull Mask
  Wondrous item, rare (requires attunement)
  This enchanted white metal mask is shaped in the likeness of
  a skull, helping to bring fear to the foes who look upon it.
  While wearing this mask, you gain resistance to necrotic
  damage, and a +1d4 bonus to Charisma (Intimidation)
  checks. Hostile creatures who can see you also suffer a -1d4
  penalty to their saving throws against effects that cause fear.
  Stag Helm
  Wondrous item, rare (requires attunement)
  The iron or hide helm has a set of antlers and makes you as
  alert of the animal this helm gets its horns from. While
  wearing this helm, you gain a +5 bonus to your passive
  Perception. Before the start of combat, when you are asked
  to roll for initiative, you are able to use your movement before
  rolling.
  Trickster’s Mask
  Wondrous item, legendary (requires attunement)
  A velvet masquerade mask that is thought to be enchanted by
  the goddess of luck herself, this mask was once used by the
  most famous thief in the world. While you are wearing this
  mask, you make your Dexterity (Stealth) and Dexterity
  (Sleight of Hand) checks with advantage. Once per day, when
  you make a Dexterity (Stealth) or a Dexterity (Sleight of
  Hand) check, you can treat that check as if you had rolled a
  natural 20.
  Neck Items
  Abyssal Adornment
  Wondrous item, very rare (requires attunement)
  A black twisted chain forged from iron distilled from demonic
  blood. While wearing this chain, you are able to read, write,
  and speak Abyssal. 3 times per day, when you are hit with an
  attack that deals acid, cold, fire, lightning, or thunder damage,
  you can use a reaction to gain resistance to that damage type
  until the end of your next turn.
  Amulet of Aranea
  Wondrous item, very rare (requires attunement)
  This enchanted spider shaped amulet is typically found
  around the necks of powerful Lolth worshipers. While
  wearing this amulet, you gain resistance to poison damage
  and immunity to being poisoned. Twice per day, you can use
  an action to polymorph into a giant spider for 5 minutes,
  following the rules of the polymorph spell. You can also end
  the polymorph early as a bonus action.
  Amulet of Attenuation
  Wondrous item, very rare (requires attunement)
  This crude amulet is thought to crafted using Goliath
  methods and enchantments due to its abilities. While
  wearing this amulet, when you take damage you can use your
  reaction to roll a d12. Add your Constitution modifier to the
  number rolled, and reduce the damage by that total. You can
  only use this feature 3 times per day.
  Amulet of Bodily Sanctity
  Wondrous item, very rare (requires attunement)
  The amulet has a similar design to the Periapt of Wound
  Closure, with a heart shaped ruby in a golden cage. It is
  possible they might be part of a set. While you are wearing
  this amulet, you have advantage on saving throws against
  being paralyzed, poisoned, deafened, blinded, and petrified.
  Amulet of Elusive Prey
  Wondrous item, very rare (requires attunement)
  This amulet is made of various types of wood, and has been
  carved with runes that appear to make an X mark in the
  center. While wearing this amulet, if you end your turn at
  least 20 feet away from where you originally began your turn,
  you gain a +1d6 bonus to your AC and Dexterity saving
  throws until the end of your next turn.
  71
  
  Amulet of Inner Voice
  Wondrous item, very rare (requires attunement)
  Made from a clear square diamond, this amulet helps to keep
  your mind to yourself at all times. While wearing this amulet,
  your mind cannot be read against your will. You have
  advantage on saving throws against being charmed,
  frightened, and sleep effects, and gain resistance to psychic
  damage.
  Amulet of Material Darkness
  Wondrous item, legendary (requires attunement)
  Wearers of this obsidian and onyx amulet will find the
  shadows leaping to protect them. While wearing this amulet,
  while you are standing in dim light or darkness, you are
  considered to have ¾ cover against ranged attacks and
  attacks that target an area, as the shadows form cover to
  protect you. This feature still applies even if you are targeted
  by a creature that can see you, due the shadows forming a
  solid material against attacks.
  Amulet of Mental Resolve
  Wondrous item, uncommon (requires attunement)
  Simply wearing this iron talisman helps to protect your mind.
  While wearing this amulet, you gain a +1d4 bonus to saving
  throws against illusion spells, being charmed, and magical
  sleep.
  Amulet of Physical Resolve
  Wondrous item, uncommon (requires attunement)
  Simply wearing this iron talisman helps to protect your body.
  While wearing this amulet, you gain a +1d4 bonus to saving
  throws against being stunned, poisoned, and paralyzed.
  Amulet of Resolution
  Wondrous item, uncommon
  Regardless of what ails you, this mithral necklace seeks to
  assist with warding it off. Once per day while wearing this
  amulet, when you fail a saving throw, you can reroll the
  saving throw. If you do so, you must keep the new result, even
  if it is lower.
  Amulet of the Unbroken
  Wondrous item, legendary
  Made from flawless rubies, this amulet is inscribed with the
  dwarven words “Heroes Never Die”. While wearing this
  amulet, you can use the following feature once per day
  When you are reduced to zero hit points, you can expend
  any number of hit dice and regain hit points equal to the
  amount rolled.
  Brooch of No Regrets
  Wondrous item, uncommon (requires attunement)
  This decorative gold shaped pin is enchanted to assist your
  allies when their mistakes have led them to trouble. While
  wearing this brooch, when an ally within 30 feet of you fails a
  saving throw, you can use a reaction to have them reroll the
  saving throw with a +1d4 bonus to the roll, and use the
  second result. You can only use this feature once per day.
  Brooch of Shielding
  Wondrous item, uncommon (requires attunement)
  This ornate silver shield has enchantments that help to add
  additional armor to protect you. Once per day while wearing
  this brooch, you can use a reaction to cast shield.
  Brooch of Vitality
  Wondrous item, very rare (requires attunement)
  This heart shaped, red wood brooch seems to pulse softly like
  a heart when you wear it. While wearing this brooch, your
  maximum hit points are increased by an amount equal to
  your total level plus your Constitution modifier (minimum of
  +1)
  Chamber Cloak
  Wondrous item, legendary (requires attunement)
  This very large and ostentatious cloak wraps around you
  when your in danger, giving you a place to recover. This cloak
  has 5 charges, and regains 1d4 charges at dawn. While
  wearing this cloak, you can use a reaction to expend a charge
  to use the following feature:
  When you take damage from the attack, you can have the
  cloak wrap around you and you teleport to a extra-
  dimensional plane to recover. You reappear at the start of
  your next turn within 25 feet of your original location.
  Choker of Eloquence
  Wondrous item, rare (requires attunement)
  Another commonly used magic item of the diplomats of the
  world, this enchanted neck wrap can help when you feel at a
  loss for words. While wearing this choker, you gain a 1d6
  bonus to Charisma (Persuasion) and Charisma (Deception)
  checks. Once per day, when you roll a Charisma (Persuasion)
  or Charisma (Deception) check, you may roll the check with
  advantage.
  Clasp of Noble Sacrifice
  Wondrous item, rare (requires attunement)
  This golden cloak buckle exchanges your life force to help
  bolster an ally against effects. While wearing this clasp when
  an allied creature within 30 feet of you makes a saving throw,
  you can use your reaction to expend any number of hit dice to
  add to the total of the saving throw, but before you know the
  result. The bonus added to the saving throw is equal to the
  results rolls from the hit dice used.
  72
  
  Cloak of Arachnida
  Wondrous item, rare (requires attunement)
  This spider web cloak is often found on the backs of Drow
  sorceresses. While wearing this cloak, you ignore movement
  restrictions caused by webbing. You gain a +1d6 bonus to
  saving throws and checks made to resist being grappled and
  restrained. Once per day, when you hit a creature with an
  opportunity attack, their movement speed is reduced to zero
  until the start of their next turn, due to the cloak applying
  webbing to your melee weapon
  Cloak of Autumn’s Child
  Wondrous item, legendary (requires attunement)
  This cloak is woven from Feywild leaves, and teleports you to
  a location where you can recover from ailments. While
  wearing this cloak, you can use your movement to teleport to
  a magical location of healing within the Feywild. While you
  are there, any ongoing conditions are suppressed, but not
  ended. Any saving throws made while in this location are
  made with advantage and a +1d8 bonus. While gone, you are
  also aware of your surrounding back on the plane that you
  came from as if you were standing in your last position. On
  your turn, you can use your movement to return a location on
  the plane of existence you were previously on within 5 feet of
  your previous location that you can see.
  Cloak of Distortion
  Wondrous item, rare (requires attunement)
  A weaker version of the Cloak of Displacement, this cloak
  only works at a distance. While wearing this cloak, ranged
  attacks against you from a distance of 25 feet or more have
  disadvantage due to appearing in multiple places at a
  distance. If you take damage, the property ceases to function
  until the start of your next turn. This property is suppressed
  while you are Incapacitated, Restrained, or otherwise unable
  to move.
  Cloak of Elemental Evolution
  Wondrous item, legendary (requires attunement)
  This cloak is made from the material form of various
  elements, so as such, this cloak is very adaptable with
  protecting its wearer. While wearing this cloak, you can use a
  bonus action to gain resistance to one of the following
  damage types until your next short or long rest: acid, fire,
  cold, lightning, or thunder. When you are hit with an attack,
  you can use a reaction in order to gain resistance to one of
  damage types list above until the end of your next turn, after
  which the cloak returns to its original choice of damage
  protection.
  Cloak of the Cautious
  Wondrous item, rare (requires attunement)
  This cloak is also known as the “Cloak of the Coward” due to
  its ability to grant quick retreats. Twice per day while wearing
  this cloak, you can use the power of the cloak to hasten a
  retreat. As a bonus action, increase your walking speed by 25
  feet until the end of your next turn. While this effect is active,
  if you use an action to attack or cast a spell, the effect
  immediately ends and your are stunned until the end of your
  next turn.
  Cloak of the Chirurgeon
  Wondrous item, uncommon (requires attunement)
  This cloak has been enchanted in order to assist medics
  assess a client’s problems. While wearing this cloak, you gain
  a +1d4 bonus to Wisdom (Medicine) checks. Once per day,
  you can use an action to touch a creature and heal them 1d4
  hit points.
  73
  Scribe’s Notes
  History is often written by the victor, and historical
  records don’t paint this cloak well. For accuracy, I
  have listed both names here.
  
  Cloak of the Phoenix
  Wondrous item, legendary (requires attunement)
  This very beautiful feather cloak is made with ashes left
  behind from a fire elemental titan. Once per day while
  wearing this cloak, your death becomes that of a legendary
  phoenix. When you are reduced to zero hit points, your body
  erupts in an explosion of flames and you disappear in a pile of
  ash and smoke. The flames erupt outward from your location
  in a 20-foot radius. Each creature in the radius must make a
  DC 21 Dexterity saving throw. On a failed save, they take
  4d10 fire damage or half as much on a successful save. At the
  start of your next turn, you reappear in the location where
  you died, or the closest unoccupied space. You are restored to
  full hit points and all previous conditions and spells affecting
  you are ended. One hour after this effect takes place, you gain
  a point of exhaustion from the rebirth process.
  Cloak of the Walking Wounded
  Wondrous item, rare (requires attunement)
  Veins appear on the back of this cloak when its wearer is
  resting, as a result of its healing properties activating. While
  wearing this cloak, double the amount healed from rolling hit
  dice during a short rest.
  Collar of Recovery
  Wondrous item, uncommon (requires attunement)
  This collar is set with a bloodstone jewel, and aid with
  healing of its wearer. While wearing this collar, for the first 3
  times you heal hit points in a day, you regain an additional
  1d4.
  Death-Defying Cloak
  Wondrous item, legendary (requires attunement)
  A legendary cloak worn by nobles and royalty in order to help
  them with assassination attempts. Once per day while
  wearing this cloak, you can fool others into thinking you have
  perished. The first time you are dropped to zero hit points,
  you instead drop to 1 hit point and gain the effects of the
  invisibility spell until the end of your next turn. While you are
  invisible, an illusion of your deceased body persists where
  your fell to zero hit points, appearing in a state that fits the
  situation of your demise, such as burns marks from a fireball
  spell. The illusion is not solid, and anyone who touches the
  illusion determines the trick automatically. Otherwise, a
  Wisdom (Perception) check of 25 or higher is required to
  determine the falsehood of the illusion.
  Evil Eye Fetish
  Wondrous item, rare (requires attunement)
  A cursed eyeball gem attached to this collar punishes those
  who seek to take advantage of you. While wearing this collar,
  whenever a creature has advantage against you for an attack
  roll, they take 5 points of necrotic damage from the evil eye.
  Fireflower Pendant
  Wondrous item, rare (requires attunement)
  This string of red opals hangs from your chest, and enhances
  your revenge with fiery power. While wearing this pin, if you
  take fire damage, you deal an additional 2d6 fire damage with
  your next weapon or spell attack. This effect lasts until the
  end of your next turn.
  Flamewrath Cape
  Wondrous item, very rare (requires attunement)
  This orange and red cape seems to occasionally release
  small amounts of smoke, giving hints to the powers this cape
  provides. While wearing this cape you gain a +1d6 bonus to
  Charisma (Intimidation) checks. 3 times per day, you can
  evoke the power of this cape and wreath you in burning
  flames for 1 minute. While this effect is active, your melee
  weapon attacks deal an additional 1d6 fire damage, and any
  creature that hits you with a melee attack takes 1d4 fire
  damage. Drenching the cape in water ends this effect early.
  Gloaming Shroud
  Wondrous item, uncommon (requires attunement)
  This cloak has the ability to drink in light sources around it.
  While wearing this cloak, you gain a +1d4 bonus to Dexterity
  (Stealth) checks made while standing in dim light or
  darkness. Once per day, you can magically dim all light
  sources around you in a 10 foot radius around you for 1
  minute. Any bright light created or brought into the magical
  aura is reduced to dim light while the effect is active.
  74
  
  Gorget of Reciprocity
  Wondrous item, legendary (requires attunement)
  This highly reflective platinum neck piece is etched in runes
  that have the ability to return damage dealt to the attacker.
  Twice per day while wearing this gorget, whenever you take
  damage from an attack, you can use a reaction to cause the
  attacker to take damage equal to the amount of damage dealt
  to you. Any effects that you suffer as a result of the attack are
  also transferred to the attacker as well.
  Healer’s Brooch
  Wondrous item, rare (requires attunement by a spell caster)
  An adornment of simple design, this brooch boosts the
  healing power of your spells. While wearing this brooch,
  whenever you cast a spell that recovers hit points, you can
  add your spell casting modifier to the total amount of hit
  points healed.
  Liar’s Trinket
  Wondrous item, very rare (requires attunement)
  This pin is designed to hide away all traces of enchantment to
  observers, as well as the wearer from arcane prying of any
  sort. While wearing this pin, you gain a +1d6 bonus to
  Charisma (Deception) checks. Any creature that trying to
  make an Intelligence (Arcana) check to determine if this item
  is magical has disadvantage due to the hidden designs of the
  runes of this pin. Whenever you are affected by a divination
  spell, such as zone of truth or scrying, you may make a
  Charisma (Deception) check and use that roll in place of a
  saving throw.
  Life Charm
  Wondrous item, legendary (requires attunement)
  A small heart shaped pendant is covered in extremely small,
  extremely powerful magic runes that forces the spirit to
  remain within the body. The runes of this pin are also
  unstable. While wearing this pin, whenever you roll a death
  saving throw, you succeed on a natural 2 – 20. If you roll a
  natural 1 on a death saving throw while wearing this pin, the
  pin shatters and is destroyed.
  Medallion of Death Deferred
  Wondrous item, rare
  This talisman keeps deaths grip away from you a single time.
  While wearing this medallion, if you fail on a third death
  saving throw, you can count it as a success rather than a
  failure. Once this effect takes place, the medallion shatters
  and is destroyed.
  Moonlight Lavaliere
  Wondrous item, very rare (requires attunement)
  This crescent moon shaped pendant gives off a soft glow at
  night. This necklace has 3 charges, and regains 1 charge at
  sundown. While wearing this necklace, you can use an action
  to expend a charge and cast moonbeam without
  concentration, focused on yourself. You are considered
  immune to the effects of the spell, and the beam of moonlight
  moves when you do.
  Peacemaker’s Periapt
  Wondrous item, rare (requires attunement)
  This alabaster dove shaped pin increases your charm and
  can make attacks happen less often. While wearing this
  amulet, you gain a +1d4 bonus to Charisma (Persuasion)
  checks. You can also use a bonus action to mark a creature
  within the Peacemaker’s mark, which lasts 1 minute. The
  marked creature suffers a -1d4 to all attack rolls against you.
  The mark ends early if you attack the marked creature, or
  you mark a different creature.
  Periapt of Recovery
  Wondrous item, rare
  This small pendant helps to keep you alive. While wearing
  this pendant, you gain a +2 bonus to death saving throws.
  Resilience Amulet
  Wondrous item, rare (requires attunement)
  This gold disk is embedded with a crystal star and helps to
  save you from magical effects. While wearing this amulet,
  whenever you are required to make a saving throw due to the
  effects of a spell, you can use a reaction to grant yourself
  advantage on that saving throw. On success, you cannot use
  this feature until the next day.
  75
  
  Star of the Astral Sea
  Wondrous item, artifact (requires attunement)
  A massive blue star sapphire that rarely forms from the
  clouds of the Astral Sea adorns the center of this silver
  amulet. It is said that only a single Star of the Astral Sea
  exists at a time. While wearing this amulet, you use an action
  to cast astral projection without spell components once a
  week. Creatures who are affected by an astral projection spell
  casted from this amulet gain the following benefits while in
  the Astral Plane:
  Creatures’ silver cord is unable to be cut by critical attacks.
  Creatures walking speed is equal to their normal walking
  speed on the Material Plane.
  Creatures can make a DC 15 Wisdom (Insight) check in
  order to sense for nearby color pools within 1 mile of the
  creature.
  Steadfast Amulet
  Wondrous item, rare (requires attunement)
  This multicolor crystal pendant help to keep your mind
  focused when it would be otherwise difficult. While wearing
  this amulet, whenever you are required to make a saving
  throw for an effect that can stun you, you can use a reaction
  to grant yourself advantage on that saving throw. On success,
  you cannot use this feature until the next day.
  Talisman of Repulsion
  Wondrous item, legendary (requires attunement)
  A platinum talisman with ab astral diamond set in the center,
  this object seems to store all the excess energy of the
  movements of the wearer and can unleash this energy. This
  talisman starts with 0 charges, and can hold a maximum of 5
  charges. Every time the wearer of this talisman moves at
  least 30 feet, this talisman gains 1 charge. All stored charges
  are lost after a long rest. While wearing this talisman, when
  you are hit with a melee attack, you can use a reaction to
  expend a number of charges, and unleash the stored energy
  of the talisman. The attacking creature must make a DC 19
  Strength saving throw. On a failed save, they are pushed a
  number of feet equal to the number of charges expended
  times 10. On a successful save, they are pushed half the
  amount of feet.
  Tattered Cloak
  Wondrous item, legendary (requires attunement)
  This seemingly normal cloak is in tatters, however it has
  extremely powerful enchantments on it that protect you.
  Once per day while wearing this cloak, you can use a bonus
  action to release a 20-foot radius of magical influence.
  Choose any number of creatures within the area of influence.
  They must make a DC 20 Wisdom saving throw. On a failed
  save, the creature may not choose you as a target for attacks
  or spells. The save repeats at the end of their turn, and lasts
  until they are successful. You can still be affected by spells
  and attacks that target an area rather than a single target.
  Wyrmtouched Amulet
  Wondrous item, legendary (requires attunement by a
  dragonborn)
  The pendant of this amulet is shaped like a dragon with
  draconic rune. This amulet looks to bring the power of
  dragonborn closer to that of dragons. While wearing this
  amulet, the range of your breath weapon is doubled.
  Creatures have disadvantage on saving throws against your
  breath weapon. When you use your breath weapon, roll a d6.
  On a 5 or 6, you regain the use of your breath weapon.
  Ring Items
  Rings in the 4th edition are typically meant for higher level
  characters, so when converting them to the 5th edition, I
  tried to go for what the ring was aiming for rather than a
  direct conversion.
  Amethyst Band of Invisible Eyes
  Ring, rare (requires attunement by a spell caster)
  An amethyst ring that is used by spell casters who wants to
  hit targets behind cover. While wearing this ring, your spells
  ignore ½ cover. Once per day, you can cast dark vision on
  yourself while wearing this ring.
  Banquet Ring
  Ring, very rare (requires attunement)
  This gold ring is covered in gems, and protects you from
  poisoned food, while creating the occasional magical meal.
  While wearing this ring, you gain immunity to poison that is
  ingested. Once per week, you can cast heroes’ feast without
  spell components.
  Blink Ring
  Ring, rare (requires attunement)
  This adamantine ring has a tendency to move from finger to
  finger without you noticing. While wearing this ring, you can
  cast blink on yourself once per day.
  76
  Scribe’s Notes
  My gods what a find! This gem might lead to more
  open communication with extra planar beings from
  the research this can yield!
  
  Bone Ring of Better Fortune
  Ring, rare (requires attunement)
  The ring is formed from woven bones, and can increase your
  luck when worn. While wearing this ring, you gain resistance
  to necrotic damage. Once per day while wearing this ring,
  when you roll a natural 1 on a saving throw, attack, or skill
  check, you can reroll the d20 and keep the second result.
  Bone Ring of Preservation
  Ring, rare (requires attunement)
  The ring is formed from woven bones, and helps to protect
  your health. While wearing this ring, you gain resistance to
  necrotic damage. Your maximum hit points cannot be
  reduced while wearing this ring.
  Chameleon Ring
  Ring, rare (requires attunement)
  A ring made from lizard skin gives you powers similar to the
  creature this rings’ name came from. While wearing this ring,
  if you stand still for at least 1 minute, creatures have
  disadvantage on Wisdom (Perception) checks made to see
  you as your appearance changes color and texture to match
  your surroundings. Moving more than 5 feet, attacking, or
  casting a spell ends this effect.
  Cherished Ring
  Ring, very rare (requires attunement)
  This polished gold ring makes you more alluring, and can
  even cause your foes want to come towards you. While
  wearing this ring, you gain a +1d8 bonus to Charisma
  (Persuasion) checks. 3 times per day, you can use a bonus
  action to magically convince a creature within 50 feet to
  approach you. The targeted creature must make a Wisdom
  saving throw vs. your Charisma (Persuasion) check. On a
  failed save, they must spend their full movement moving
  closer towards you. The creature will not cross over
  dangerous hazards to approach you, and will walk around
  such hazards such as pits and acid.
  Cognizance Ring
  Ring, rare (requires attunement)
  This electrum ring is enchanted in order to help protect your
  mind. While wearing this ring, you have advantage on
  Wisdom saving throws against being frightened, charmed,
  and illusions.
  Face-Stealing Ring
  Ring, rare (requires attunement)
  This ring is thought to be crafted by Changelings to give allies
  similar abilities to their own. While wearing this ring, you can
  cast alter self without concentration in order to take the form
  of humanoid creature in sight once per day. You can dismiss
  the spell at any time.
  Gargoyle Ring
  Ring, legendary (requires attunement)
  This stone ring is carved from the remains of a gargoyle, and
  enchanted to give the wearer the abilities of one. While
  wearing this ring, you continue to make saving throws while
  petrified at the end of your turn. You can also use an action to
  turn into a magical stone statue version of yourself. While a
  stone statue, you have resistance to all damage, and you gain
  tremorsense of 50 feet. You lose all other senses, and can
  take no other action other than a bonus action to revert back
  to your normal form.
  Luminary Ring
  Ring, very rare (requires attunement by a spell caster)
  This gold ring has a sigil on the front that glows when you are
  casting healing spells. While wearing this ring, whenever you
  cast a ranged spell that heals hit points or cures a status
  condition, you can increase the range of that spell by 25 feet.
  Magician’s Ring
  Ring, rare (requires attunement)
  This cheap looking gold ring allows anyone who wears it to
  become a hedge wizard. While wearing this ring, you can cast
  the cantrip spells prestidigitation, mage hand, light, and
  mending at will.
  Nullifying Ring
  Ring, artifact (requires attunement)
  This metal ring is black as the darkest night, as light is
  absorbed by this ring. Legends tell that this ring is formed
  from a suppressed Orb of Annihilation. While wearing this
  ring, you gain resistance to slashing, piercing, and
  bludgeoning damage. You have advantage on saving throws
  made to resist magical effects. Once per week, you can cast
  antimagic field.
  Opal Ring of Remembrance
  Ring, very rare (requires attunement by a spell caster)
  This silver ring as a fire opal set in the center that is
  enchanted to help remember information and spells. While
  wearing this ring, you gain advantage on Intelligence skill
  checks. Once per day, you can use a bonus action to regain a
  2nd level or lower expended spell slot.
  Premonition Ring
  Ring, uncommon (requires attunement)
  An obsidian ring that allows you to react quickly to danger.
  While wearing this ring, you gain a +3 bonus to your Initiative
  and passive perception.
  77
  
  Ring of Adaptation
  Ring, uncommon (requires attunement)
  This metal ring has Primordial runes that help the wearer to
  resist elemental effects. While wearing this ring, you gain a
  +1d6 bonus to Constitution saving throws made to resist
  extreme weather. Once per day, you can use a reaction to gain
  resistance to one of the following damage types until the start
  of your next turn: fire, cold, or lightning
  Ring of Aquatic Ability
  Ring, uncommon (requires attunement)
  This ring has an enchanted aquamarine band, allowing you to
  dive longer without concern. While wearing this ring, you can
  swim underwater for 10 minutes without requiring a breath.
  Ring of Arcane Information
  Ring, uncommon (requires attunement)
  This ring is used by students of mages who want to learn
  more about the spells and items being used. While wearing
  this ring, you can cast detect magic without concentration
  once per day.
  Ring of Brotherhood
  Ring, very rare (requires attunement)
  These platinum rings are used in order to determine useful
  information of those who are wearing it. These rings come in
  a set of 2. In order to take effect, 2 separate creatures must
  attune to each ring. While 2 creatures are attuned to each
  ring, a ring wearer can gather the following information from
  the other ring wearer:
  The current hit points of and the general status of the
  creature (alive, dying, or dead). This information comes to the
  ring wearer in the sense of amount of life force rather than a
  direct number or answer.
  Any status conditions affecting the creature and their
  emotional state . This information comes to the ring wearer
  in the sense of telling the physical and mental state of the
  creature.
  The straight line distance of the creature, so long as you
  are on the same plane of existence.
  Once per day, you can use a bonus action to teleport to the
  location of the other ring wearer, so long as they are within
  500 feet of each other.
  Ring of Calling
  Ring, rare (requires attunement)
  Wearing this mithral ring teleports your allies to you when
  they are in need. Once per day while wearing this ring, you
  can use a reaction when a friendly creature with 20 feet of
  you is attacked. The targeted creature teleports to be within 5
  feet of you.
  Ring of Dread
  Ring, legendary (requires attunement)
  A rough iron ring that allows your ability to cause fear in foes
  weaken their spirit and body. Once per day while wearing this
  ring, you can use an action to cause a creature in sight to
  become weakened in fear. Make a Charisma (Intimidation)
  check. This check becomes the save DC for the targeted
  creature. The targeted creature must make a Constitution,
  Charisma, and Wisdom saving throw. On a failed save, they
  have disadvantage on the respective throw they failed on for 1
  hour.
  Ring of Fey Travel
  Ring, rare (requires attunement)
  This ring is made of shining feywood, and allows you to move
  like an Eladrin. While wearing this ring, your speed increases
  by 5 feet while you wear light armor or no armor. Once per
  day, you can also use a bonus action to teleport a distance
  equal to your walking speed to a spot you can see.
  Ring of Fireblazing
  Ring, uncommon (requires attunement)
  This red steel ring allows the wielders touch to become fire.
  While wearing this ring, you can use an action to touch a
  flammable object hit and ignite it if it isn’t being worn or
  carried. Once per day, you can add +1d4 fire damage to a
  melee attack.
  78
  Scribe’s Notes
  There were quite a few of these in the vault. Useful
  for the average worker to help with finding and
  cataloging all these discoveries.
  
  Ring of Forgetful Touch
  Ring, very rare (requires attunement)
  The wearer of this simple copper band can erase the memory
  of a creature with a single touch. Once per day while wearing
  this ring you can use an action to touch a creature and cast a
  minor version of modify memory (save DC 17). You can only
  affect 1 minutes worth of memory within the last hour, and
  you can only erase all memory of the event, not modify it.
  Ring of Heroic Insight
  Ring, rare (requires attunement)
  This scored adamantine ring allows you to hone in on a
  target and focus on their weaknesses. Once per day while
  wearing this ring, you can use a bonus action to mark a
  creature or object with Heroic Insight. A creature marked
  with Heroic Insight takes an additional 1d6 damage from
  your attacks, and has disadvantage on your choice of one
  ability saving throw. A marked object takes critical damage
  from attacks made against it. The mark lasts 1 minute.
  Ring of Perfect Grip
  Ring, uncommon (requires attunement)
  This rough steel ring gives you a grip of steel when climbing
  or falling. While wearing this ring, you have advantage on
  Strength (Athletics) checks made to climb or catch yourself
  on a edge when falling.
  Ring of Personal Gravity
  Ring, very rare (requires attunement)
  A metal band that contains a modified version of a very
  powerful spell. Once per day while wearing this ring, you can
  use an action to modify gravity for yourself for 1 minute.
  Point in a direction of your choosing. That direction becomes
  the new “down” direction for your own gravity. The new
  gravity only affects you and objects that you are carrying or
  pick up while the effects are active. For example, you can pick
  up a stone and throw it upwards, it will fall back down in
  accordance with your new gravity direction for the duration
  of the effect. Creature grappled or held during the effects of
  this ring are still considered under the effects of normal
  gravity.
  Ring of Retreat
  Ring, very rare (requires attunement)
  This silver band allows you to fall back to a set location while
  also boosting your own teleportation skills. While wearing
  this ring, whenever you use a spell or ability that allows you
  to teleport, you can teleport an additional 10 feet. Once per
  day while wearing this ring you can use an action to teleport
  to a set location that is determined at the time of this rings
  creation. Once you have used this effect, you can use an
  action to teleport back and forth from your previous location
  to the set location for 10 hours. You can change the set
  location of this ring by concentrating on the ring at a new
  location for 10 minutes per day for 1 year.
  Ring of Shadow Guard
  Ring, uncommon (requires attunement)
  This black iron ring can summon black tendrils of the
  Shadowfell to protect you. Twice per day while wearing this
  ring, you can use an action to cast arms of Hadar (save DC
  14).
  Ring of Shadow Travel
  Ring, rare (requires attunement)
  This black iron band has enchantments common to powers
  used by creatures of the Shadowfell. Once per day while
  wearing this ring, you can use your movement to teleport to a
  location in 20 feet that is in dim light or darkness.
  Ring of Spell Storing, Greater
  Ring, legendary (requires attunement)
  This intricately carved gold ring is a much more powerful
  version of another ring. This ring stores spells cast into it,
  holding them until the attuned wearer uses them. The ring
  can store up to 9 levels worth of spells at a time. When found,
  it contains 1d8 - 1 levels of stored spells chosen by the DM.
  Any creature can cast a spell of 1st through 9th level into
  the ring by touching the ring as the spell is cast. The spell has
  no effect, other than to be stored in the ring. If the ring can't
  hold the spell, the spell is expended without effect. The level
  of the slot used to cast the spell determines how much space
  it uses.
  While wearing this ring, you can cast any spell stored in it.
  The spell uses the slot level, spell save DC, spell attack bonus,
  and spellcasting ability of the original caster, but is otherwise
  treated as if you cast the spell. The spell cast from the ring is
  no longer stored in it, freeing up space.
  Ring of Tenacious Will
  Ring, very rare (requires attunement)
  This platinum and gold rings lets the personality of the
  wearer be the surviving factor for attacks, rather than their
  physical nature. While wearing this ring, you can use
  Charisma saving throws in the place of Constitution saving
  throws. When you are reduced to 0 hit points but not killed
  outright, you can drop to 1 hit point instead. You can’t use this
  feature again until you finish a long rest.
  79
  Scribe’s Notes
  While I feel like it shouldn’t have to be said, be
  extremely careful with this one. One of the testers
  thought it would be a good idea to point up
  outside.
  
  Ring of the Dragonborn Emperor
  Ring, rare (requires attunement by a dragonborn)
  This ring is made by dragonborn nobles who provide these
  signet rings to their protectors. These rings come in the
  colors that common among the dragonborn; Black, Blue,
  Brass, Bronze, Copper, Gold, Green, Red, Silver and White.
  While wearing this ring, you gain resistance to the damage
  type of the color of the ring as if you were a dragonborn of
  that ancestry. You also gain the use of a second breath
  weapon of that of the rings colors as if you were a
  dragonborn of that ancestry.
  Ring of the Phoenix
  Ring, legendary (requires attunement)
  A red and gold ring that displays the symbol of the elemental
  titan, the Phoenix. Once per day while wearing this ring,
  when you first fall to zero hit points, your body burns away to
  ash, and you teleport with a burst of flames to a location
  within 25 feet of you with half your maximum hit points.
  Ring of the Spectral Hand
  Ring, rare (requires attunement)
  This onyx band is in the shape of an arm and hand grasping
  itself. Once per day while wearing this ring, you can use an
  action to cast Bigby’s Hand (+5 to attack, save DC 17).
  Ring of Vigilant Defense
  Ring, very rare (requires attunement)
  The ring has a shield symbol on the wrong made of
  overlapping and differing materials. While wearing this ring,
  you gain a +1d8 bonus to all saving throws. You also gain a
  +2 bonus to AC.
  Ritualist’s Ring
  Ring, legendary (requires attunement by a spell caster)
  Very powerful mages and clerics wear this ring in order to
  help with the focusing of rituals. While wearing this ring, the
  casting of a ritual only takes an additional 5 minutes rather
  than 10. Once per week, you can also cast a ritual using
  components that cost half the standard gold cost.
  Shadow Band
  Ring, rare (requires attunement)
  This obsidian rings seems to be constantly surrounded by
  dark mist, but this is actually shadows it pulls from the
  wearer. While wearing this ring, you gain resistance to
  radiant damage. You can also cast the spell darkness 3 times
  per day.
  Sorrowsworn Ring
  Ring, legendary (requires attunement)
  This ring is made from the bones and teeth of multiple
  Sorrowsworn, embodiments of negative emotions within the
  Shadowfell. While wearing this ring, after a long rest, you can
  choose to gain one of the following benefits. The benefit lasts
  until your next long rest.
  The Angry. Whenever you take damage from a creature,
  you have advantage on melee attack rolls against that
  creature and you deal an additional 1d12 psychic damage
  with melee attacks against them until the end of your next
  turn.
  The Hungry Whenever a creature you can see regains hit
  points, you have advantage on melee attack rolls against that
  creature and deal an additional 2d10 psychic damage with
  melee attacks against that creature until the end of your next
  turn.
  The Lonely. You have advantage on melee attack rolls so
  long as you have 2 creatures within 30 feet of you. Otherwise,
  you have disadvantage. Your melee attacks deal an additional
  1d6 psychic damage.
  Star Ruby Ring
  Ring, rare (requires attunement)
  This ruby ring is often used by diplomats and bards who want
  their words to hit home. While wearing this ring, you gain a
  +1d4 bonus to all Charisma skills checks.
  War Ring
  Ring, rare (requires attunement)
  This steel ring is in the shape of a sword, and makes your
  critical attacks even more deadly. While wearing this ring,
  whenever you hit a critical attack with a weapon, you can add
  an additional damage die equal to the damage die of the
  weapon you hit with.
  Waist Items
  Backbone Belt
  Wondrous item, rare (requires attunement)
  This leather belt adorned with animal bones helps to protect
  you when you are defending yourself. While wearing this belt,
  when you take a Dodge action, you have advantage on
  Constitution saving throws made, as well as Dexterity saving
  throws.
  80
  
  Baldric of Tactical Positioning
  Wondrous item, rare (requires attunement)
  This belt helps your allies whenever you are nearby a foe.
  While wearing this belt, all friendly creatures within 20 feet
  of you have advantage on attack rolls against hostile
  creatures that are within 5 feet of you, so long as you are not
  incapacitated.
  Baldric of Valor
  Wondrous item, very rare (requires attunement by a fighter)
  Wearing this belt rewards you when you take action in
  combat. While wearing this belt, when you use an action
  surge, you gain a +1d8 bonus your AC, saving throws, and
  attack rolls until the end of your next turn.
  Belt of Blood
  Wondrous item, rare
  This leather belt seem to have bloodstains that never seem to
  come out. While wearing this belt, your Constitution modifier
  is doubled when rolling hit dice during a short rest.
  Belt of Endurance
  Wondrous item, rare
  You gain the endurance of a pack animal while wearing this
  enchanted belt. While wearing this belt, you gain a +1d4
  bonus Constitution saving throws and Strength (Athletics)
  checks made.
  Belt of Fitness
  Wondrous item, rare (requires attunement)
  This champion’s belts allow you to use the overall endurance
  of your body rather than the brute strength of it in a pinch.
  Once per day while wearing this belt, when you are forced to
  make a Strength saving throw, you can make a Constitution
  saving throw instead.
  Belt of Recovery
  Wondrous item, rare (requires attunement)
  After taking a grievous blow, this belt looks to keep you alive
  long enough to recover. While wearing this belt, you can use a
  reaction to use the following feature once per day:
  When you are hit with a critical attack, after taking the
  damage, you gain a +1d6 bonus to your AC and saving throws
  until the end of your next turn.
  Belt of Resilience
  Wondrous item, uncommon
  Wearers of these belts tend to survive more often when in
  need of assistance. While wearing this belt, Wisdom
  (Medicine) checks made to heal, stabilize, or help you gain a
  +1d4 bonus.
  Belt of the Brawler
  Wondrous item, uncommon
  Typically worn by pit fighters, this belt makes your fists pack
  a much harder punch. While wearing this belt, your
  improvised melee and unarmed attacks are made as if you
  were wielding a club.
  Belt of Vim
  Wondrous item, rare (requires attunement)
  This wide belt helps you feel more hearty and healthy. While
  wearing this belt, you have advantage on Constitution saving
  throws.
  Belt of Vitality
  Wondrous item, legendary (requires attunement)
  Made of dragonskin, the enchantments on this thin belt helps
  to keep you from bleeding out. While wearing this belt, you
  only require 2 successful death saving throws to stabilize.
  Centering Cincture
  Wondrous item, rare (requires attunement)
  This simple sash can be used to help boost your bodies
  natural defenses when needed. Once per day while wearing
  this belt, you can use a reaction to gain a +1d6 bonus to your
  Constitution saving throw.
  Cincture of the Dragon Spirit
  Wondrous item, rare (requires attunement)
  This dragonhide belt lets your use your overwhelming
  strength rather than your personality to avoid consequences.
  Once per day while wearing this belt, when you are forced to
  make a Charisma saving throw, you can make a Strength
  saving throw instead.
  81
  
  Cincture of Vivacity
  Wondrous item, very rare (requires attunement)
  Healing provided to anyone wearing this damask cord can go
  above and beyond what is typically expected of the body.
  While wearing this cord, whenever you receive healing that
  goes above your maximum hit points, you can keep the
  additional hit points as temporary hit points until your next
  long or short rest.
  Cingulum of Combat Rushing
  Wondrous item, rare (requires attunement)
  This belt is highly decorated and allows the wearer to push
  throw foes in combat. While wearing this belt, you are able to
  move through hostile creatures spaces, regardless of size
  category. You do not consider them to be difficult terrain
  when moving. You cannot end your turn in another creatures
  space.
  Contortionist’s Cord
  Wondrous item, rare
  Made from an entire snake biting its own tail, this belt allows
  you to move quickly even when moving in tight spaces. While
  wearing this belt, you can move at normal speed while
  squeezing into tight spaces, and you don’t suffer from
  disadvantage on attack rolls and Dexterity saving throws
  while doing so.
  Cord of Divine Favor
  Wondrous item, very rare (requires attunement by a bard,
  cleric, ranger, or paladin)
  Often used by combat medics, wearing this belt allows you to
  focus on healing others while you also recover. While
  wearing this cord, whenever you cast a spell that heals
  another creatures hit points, you also regain hit points equal
  to your spell casting modifier.
  Cord of Foresight
  Wondrous item, very rare (requires attunement)
  A woven silk cord that lets you prepare your body for damage
  by providing the wearer with insight. While wearing this cord,
  at the end of a long rest you can roll any number of hit dice,
  and regain temporary hit points equal to the amount rolled
  for the hit dice. These temporary hit points last under your
  next long rest.
  Girdle of the Dragon
  Wondrous item, rare (requires attunement)
  It is said that this girdle contains the spirit of a young dragon
  that can be unleashed upon a foe. While wearing this belt,
  you gain a +1d4 to Constitution saving throws. Once per day,
  when you hit a creature with a melee attack, you can use a
  bonus action to have the dragon spirit rise up and try to
  grapple the target. The target must make a DC 16 Strength
  saving throw, . On a failed save, they take 2d6 slashing
  damage and are grappled by the dragon spirit. They repeat
  the save at the end of their turns until successful.
  Girdle of the Oxen
  Wondrous item, rare
  Wearing this belt grants you oxen like strength when pushing
  around others. While wearing this belt, when you shove a
  creature, you can shove them an additional 5 feet.
  Girdle of the Umber Hulk
  Wondrous item, very rare (requires attunement)
  Carved from an umber hulk, wearing this belt allows you to
  move like the underground creature. Once per day while
  wearing this belt, you can transform your arms to that of an
  umber hulk for 1 hour. While holding nothing in your hands,
  you gain a burrowing speed equal to half your walking speed
  in dirt, and ¼ your walking speed in solid stone.
  Goliath’s Belt
  Wondrous item, rare (requires attunement)
  This hide belt was crafted to grant any person the power of a
  Goliath. While wearing this belt, you are considered 1 size
  category larger for the purposes of carry weight, grappling,
  and shoving. You also have a +1d4 bonus to Strength
  (Athletics) checks made to grapple and shove.
  Healer’s Sash
  Wondrous item, rare (requires attunement)
  This white wrap allows anyone to become a healer for a
  limited time. This sash has 3 charges, and regains 1 charge
  at dawn. While wearing this sash, you can use an action to
  expend a charge and cast cure wounds (Wisdom or Charisma
  is the spell casting modifier for this spell)
  82
  Scribe’s Notes
  Multiple applications for this one. A few dwarven
  cities might want to see what can be done with this
  long term.
  
  Muleback Harness
  Wondrous item, uncommon
  This leather harness made from Mule hide is enchanted to
  make sure your back can handle heavier loads. While
  wearing this harness, you are considered one size category
  larger for carrying capacity.
  Reality Cord
  Wondrous item, very rare (requires attunement)
  Thought to be crafted by the gith in order to hunt down the
  mind flayers, this belt cords enchanted runes glow in the
  presence of other-worldly creatures. While wearing this cord,
  you deal an additional 1d8 damage against aberration
  creatures. You also gain a +1d8 bonus to your AC, Wisdom
  saving throws, and Charisma saving throws against effects
  and attacks by aberrations.
  Reinforcing Belt
  Wondrous item, rare (requires attunement)
  The belt is enchanted to reinforce your body against damage
  in the most dire of situations. While wearing this belt, attacks
  against you while you are unconscious do not deal critical
  damage, and only count towards one failed death saving
  throw.
  Rouge’s Belt
  Wondrous item, rare (requires attunement)
  The design and enchantments of this belt were created with
  the intention of helping you escape. While wearing this belt,
  you can attempt to escape a grapple or restrains as a bonus
  action rather than a standard action.
  Rope of Slave Fighting
  Wondrous item, rare (requires attunement)
  This rope is frayed and damaged, but has secret
  enchantments on it to allow the wearer to fight on their back
  as if they were standing. While wearing this belt, you do not
  grant advantage to creatures while prone, as well as have
  disadvantage on attack rolls while prone.
  Sash of Ensnarement
  Wondrous item, rare
  This braided silk sash has a secondary purpose beyond
  looking stylish. As a bonus action, you can speak a command
  word to turn the belt into a Rope of Entanglement, or back
  into a braided silk sash.
  Shielding Girdle
  Wondrous item, rare (requires attunement)
  This belt features a large enchanted metal plate on the front,
  and helps protect you when called upon. Once per day while
  wearing this belt, you can use a reaction to cast shield.
  Stalwart Belt
  Wondrous item, uncommon (requires attunement)
  The enchantments of this belt help to invigorate your body
  whenever you deal a massive strike against a foe. While
  wearing this belt, whenever you land a critical hit on a
  creature, you gain temporary hit points equal to your
  Constitution modifier (Minimum of +1) until your next long or
  short rest.
  Survivor’s Belt
  Wondrous item, rare (requires attunement)
  This belt has kept many adventurers alive to tell the tale of
  their failures. 3 times per day while wearing this belt, you
  have advantage on death saving throws.
  Swimtide Harness
  Wondrous item, rare
  This blue oilskin straps have kept more than one sea captain
  alive when their ships were claimed by the sea. While
  wearing this belt, the amount of time you can hold your
  breath underwater is doubled, and you gain a +1d6 bonus to
  Strength (Athletics) checks made to swim.
  Totemic Belt
  Wondrous item, rare (requires attunement)
  This belt is made from many different animals, and is
  enchanted in order to give you the power of a charging beast.
  While wearing this belt, whenever you take a Dash action,
  you can add +1d6 to your damage rolls until the end of your
  next turn.
  Vengeance Sash
  Wondrous item, legendary (requires attunement)
  This dark velvet sash is enchanted to grant you with lightning
  fast reaction speed to a mortal wound, though what you do
  with it is up to you. Once per day while wearing this sash,
  whenever you fall to zero hit points, you can immediately use
  an action to attack or cast a spell.
  83
  
  Viper Belt
  Wondrous item, uncommon (requires attunement)
  A snakeskin belt that helps to protect its wearer from venom.
  While wearing this belt, you gain a +1d6 bonus to
  Constitution saving throws made against poison damage and
  being poisoned.
  Wondrous Items
  These items fall under any items that don’t have a specific
  category that don’t require attunement in order use.
  Bowl of Purity
  Wondrous item, uncommon
  This clay bowl displays no remarkable qualities, but can be
  used to make sure food and water is safe. Any food or drinks
  that are placed in to this 1 foot wide bowl is affected by the
  purify food and drink spell after being placed in it for 1
  minute.
  Bridle of Conjuration
  Wondrous item, uncommon
  This leather bridle has useful enchants on it that calls a
  magical mount for you to ride. While holding onto the reins
  of this bridle and concentrating for 10 minutes, you can cast
  find steed, with the creature filling the bridle.
  Charm of Abundant Action
  Wondrous item, legendary
  While this metal charm seems ordinary, it allows anyone to
  use the famous abilities of a well trained fighter. While
  holding this metal charm, you can gain the use of the action
  surge feature, even if you don’t have a level as a fighter, until
  your next short or long rest. This charm can only be used
  once per day.
  Chime of Awakening
  Wondrous item, uncommon
  This metal bell is very useful when camping in dangerous
  areas. You can use this bell to cast the spell alarm once per
  day, with the bell hanging in midair when the spell it casted.
  Once the alarm goes off, or the spells duration wares off, the
  bell softly floats back to the ground. You can also have the
  alarm spell be triggered by specific events, such as when it
  senses a specific creature or when sunlight touches the bell.
  You cannot have more than one Chime of Awakening active
  in a 20-foot cube.
  Chime of Warding
  Wondrous item, rare
  This golden chime produces a clear tone that creates a
  protective force. As an action you can strike this chime in
  order to active its effects once per day. You create a 10-foot
  radius around you of shimmering air that lasts 1 hour. Any
  creature that attempts to enter the area must make a DC 17
  Wisdom saving throw, or be unable to enter the area for the
  duration of the effect. Attacks and spells pass normally
  through this area. The area is stationary and does not move
  with the chime.
  Crystal Ball of Spying
  Wondrous item, very rare
  This crystal ball was created with the intention of assisting
  the spying on of foes. When this item is used as a spell focus
  for the scrying spell, if you choose to target a creature, the
  targeted creature suffers a -1d6 penalty to the Wisdom saving
  throw against the spell.
  Darkskull
  Wondrous item, rare
  This onyx skull fits perfectly in the palm of your hand. Once
  per day while holding this skull, you can use a bonus action to
  cause all light sources within 50 feet of you to only produce
  dim light for 1 minute. Any light source that enters the area
  after the skull is used functions normally.
  Deadblast Bone
  Wondrous item, legendary
  Formed from the rune carved bones of a dead celestial, this
  bone can be used in order to create a huge force of energy
  detrimental to undead. Once per day while holding this bone,
  you can use an action to invoke the power of the Deadblast
  Bone. A wave of holy energy emanates from your location
  outward in a 25-foot radius. All undead creatures hit with the
  energy wave must make a DC 21 Wisdom saving throw. On a
  failed save, the creature is stunned until the end of your next
  turn, or until they take damage.
  Death Rattle
  Wondrous item, rare
  This blackened gourd is filled with enchanted bone shards
  and is used to increase the power of dark and powerful
  spells. Once per day, you can use a bonus action to shake the
  rattle. All friendly creatures within 30 feet of you who hear
  the rattle gain a +1d6 bonus to attack and damage rolls made
  with Necromancy spells and attacks that deal necrotic
  damage until the end of your next turn.
  84
  
  Diamond Scabbard
  Wondrous item, legendary
  This gold scabbard is covered in enchanted diamonds that
  hones any blade drawn from it to a fine edge. This scabbard
  resizes to fit any light or heavy blade that is put into the
  scabbard. Non-magical blades drawn from the scabbard
  never have to be sharpened after being returned to the
  scabbard. After drawing your blade from this scabbard, the
  first time your weapon does damage, it deals an additional 3
  dice worth of damage. The dice is determined by the dice
  used by the weapon for damage rolls. The weapon must be
  sheathed in the scabbard for at least 24 hours to gain this
  effect.
  Drum of Panic
  Wondrous item, rare
  This wooden drum is covered with gnollskin leather, and
  boosts the power of fear. Once per day you can use a bonus
  action to strike the drum. All hostile creatures within 30 feet
  of you who hear the drum suffer a -1d6 penalty to saving
  throws made against being frightened until the end of your
  next turn.
  Dust of Arcane Insight
  Wondrous item, rare
  This pouch of metallic dust reveals magic and settles into
  arcane runes of items. A pouch of Dust of Arcane Insight
  contains 3 uses. As an action, you can toss a pinch onto an
  object or a 10 foot square area. The dust will cause magical
  items and magical effects to glow as if with detect magic. The
  effect lasts one minute. You still require an Intelligence
  (Arcana) check to determine the specific magical effect or
  what school of magic the effect is. This pouch regains one
  use after one week.
  Dust of Banishment
  Wondrous item, very rare
  A red pouch that contains a rust like dust that banishes foes
  to a fiery dimension. A pouch of Dust of Banishment contains
  3 uses. As an action, you can toss a pinch onto a creature.
  The creature must make a DC 19 Charisma saving throw. On
  a failed save, they are teleported to volcanic corner of the
  Elemental Chaos, where they take 2d6 fire damage at the
  start of their turn. At the end of their turn, they repeat the
  save until they are successful or 1 minute passes. Afterwards,
  they reappear in the original location where they were
  teleported from or the closest unoccupied space. This pouch
  regains one use after one week.
  Dust of Creation
  Wondrous item, legendary
  This bottle of gold sand seems to slowly refill over time, and
  when tossed into the air can create objects out of thin air.
  This bottle contains 3 uses of the Dust of Creation. As an
  action, you can toss the gold dust into the air, and the dust
  settles to form a created object of the creators choice. The
  object must be non-magical, weigh less than 25 pounds, and
  cost less than 500 gold. The object functions normally, and
  can be determined to be created magically with a DC 20
  Intelligence (Arcana) check. The object lasts 24 hours or until
  you turn it back to dust as a bonus action. The dust can be
  recollected into the bottle. Any dust that is not recollected
  within 1 hour turns into regular sand. The bottle regains any
  lost sand for a single use after one week.
  Dust of Disenchantment
  Wondrous item, very rare
  This pouch of silvery dust can be used in order to suppress
  magic. A pouch of Dust of Disenchantment contains 3 uses.
  As an action, you can toss a pinch onto an object or a 10 foot
  square area. The dust will cause magical items and magical
  effects to become non-magical as if with dispel magic. For 4th
  level or higher spells, make an Intelligence (Arcana) check for
  the save DC. For magical items of very rare or higher quality,
  the Save DC is listed below for the Intelligence (Arcana)
  check.
  Very Rare: Save DC 17
  Legendary: Save DC 21
  Artifact: Cannot be dispelled
  The effect lasts one minute. This pouch regains one use
  after one week.
  Earthbind Lodestone
  Wondrous item, legendary
  A round and flat metallic stone with a singular rune on the
  front, this stone holds untold power despite its simple
  appearance. As an action you can throw this stone onto the
  ground within 20 feet of you. When the stone touches the
  ground, it creates a 20-foot radius wide and 100 feet tall
  cylinder of powerful transmutation magic. Any creature that
  is flying or hovering must make a DC 23 Strength saving
  throw, or be affected by the earthbind spell while in the area
  of effect. The effects of the earthbind also applies to hovering
  creatures, and they can no longer hover while in the area.
  This effect lasts until the stone is picked up or 1 minute
  passes, afterwards it can’t be used again until the following
  dawn.
  85
  Scribe’s Notes
  Powerful, and in the right hands, extremely
  effective. Going to make that this is properly
  secured before sending this with the other items.
  
  Enchanted Reins
  Wondrous item, uncommon
  This silver and black leather reins help you to understand
  and control almost any mount. These reins adjust to fit any
  small, medium, or large creature, and grant you a +1d4 bonus
  to Wisdom (Animal Handling) checks made to handle and
  communicate with the animal.
  Endless Canteen
  Wondrous item, rare
  This canteen was developed to be a less powerful, but
  nonetheless useful, version of the Decanter of Endless Water.
  As an action, you can remove the stopper of the Endless
  Canteen. When you do, the canteen fills with 1 pint of cool,
  clean water. Any water that has not been consumed within 1
  hour of its creation disappears. The Endless Canteen can
  only ever create 1 pint of water at a time.
  Endless Quiver
  Wondrous item, rare
  Elven nature in design, this quiver will always contain the
  ammo that you need for your weapon. This quiver always
  appears to be empty upon first inspection. However,
  whenever you go to reach for an arrow or bolt (whichever is
  appropriate for your weapon), it will magically create one
  ammunition. Any ammunition that is used from the Endless
  Quiver turns to dust 1 minute after being fired, and any
  unfired ammunition will turn to dust after 1 hour. This quiver
  can only ever create 1 ammunition at a time, and when
  attempting to create a second bolt or arrow, the previous one
  turns to dust.
  Enshrouding Candle
  Wondrous item, rare
  This long burning candle creates illusions that conceal those
  near its blue burning flame. As an action, you can lit this
  candle. This candle produces dim light within a 10-foot
  radius around it, and any bright light that enters this radius is
  reduced to dim light. When this candle is lit, it creates a 10-
  foot radius field of illusion magic. Creatures within the area
  of effect appear to be invisible to creatures outside of the area
  of effect. Sounds made by creatures in the area of effect are
  also suppressed to those outside of the effect. Other senses,
  like movement and smell are detected normally. The candle
  burns for a total of 8 hours, or until a creature within the area
  of effect attacks, after which the candle is immediately
  extinguished
  Eternal Chalk
  Wondrous item, uncommon
  This short stick of chalk has many uses, from vandalism to
  exploration. This stick of chalk never breaks or wears down
  from normal use. Any writing made with the Eternal Chalk
  cannot be erased by anyone except the original artist or
  author for one week, or until a dispel magic or similar magic
  is casted. The Eternal Chalk can be created in any color.
  Exodus Knife
  Wondrous item, very rare
  This extremely thin silver blade seems to cut through any
  solid surface. Once per day as an action, you can use the
  blade of this knife to cut a doorway into any solid surface.
  When you do, the doorway opens to an empty
  extradimensional stone space that is 20 cubic feet. Creatures
  within the space can breath normally. While the door is open,
  anyone can enter, see into, or affect the extra dimensional
  space. Only creatures within the space can open and close
  the door. Once the door is closed, the door is invisible to
  creatures outside of the space. Creatures inside of the space
  can see outside as if the door is open. Creatures outside of
  the space cannot effect creatures inside of the space once the
  door is closed. The extra dimensional space last 8 hours, and
  any creatures or objects inside the space once the effect ends
  are ejected to the closest unoccupied space to the door as
  possible.
  Flying Hook
  Wondrous item, very rare
  This adamantine hook is enchanted with a flying spell that is
  useful for exploring high places. As a bonus action, you can
  speak a command word to cause the grappling hook to gain a
  flying speed of 10 feet (up to a maximum of 100 feet away),
  and latch onto a surface within sight. Once secured, the hook
  extends out a rope that floats over to your hands than be
  climbed. The rope can support up to 3,000 pounds thanks to
  the enchantments of its creation. The arcane nature of the
  rope prevents it from being tied or knotted in any way. As a
  bonus action, you can speak the command word again to
  cause the hook to detach, the rope to disappear, and the hook
  to fly back into your hands.
  86
  
  Foe Stone
  Wondrous item, rare
  This arrow shaped stone is attached to a chain, and can be
  used to point out a creatures weaknesses. Once per day, you
  can use a bonus action to point the Foe Stone to a creature.
  When you do, you learn the creatures vulnerabilities, as well
  as the lowest ability score of the creature.
  Fragrance of Authority
  Wondrous item, rare
  A perfume bottle often used by noble women, this perfume
  occasionally refills itself and offers a subtle smell that helps
  to influence others. As a bonus action you can apply this
  perfume to yourself or a creature, which lasts 1 hour. While
  wearing this perfume, you gain a +1d6 bonus to all Charisma
  checks made. This bottle regains a single use after 1 week.
  Gem of Auditory Recollection
  Wondrous item, rare
  A quartz gemstone that whispers into those to hold it up to
  their ear. As a bonus action, you can speak a command word
  to cause the gemstone to record all speech within 20 feet of
  the crystal. A second command word can be used to cause
  the gemstone to stop recording. The gemstone can hold up to
  12 hours of speech before it is considered to be full. A third
  command word can be used to erase all recorded speech on
  the gemstone. As a bonus action, you can touch the stone and
  have the gemstone repeat any section of recorded speech on
  the stone until you stop it.
  Golden Spade
  Wondrous item, rare
  A magic shovel than can move away most loose material to
  create a trench with ease. While holding this shovel, you can
  use an action to target loose material such as dirt, sand or ice
  within 5 feet of you. If you target an area of loose material,
  you can instantaneously excavate it, move it along the ground,
  and deposit it up to 5 feet away. This movement doesn’t have
  enough force to cause damage.
  Harmonious Harp
  Wondrous item, rare
  This beautiful looking harp produces clear and wonderful
  tones that can cut clear through the negative effects on the
  minds of your allies. Once per day, you can use an action to
  strum the harp, creating a perfect tone within a 50-foot radius
  around you. Any friendly creatures who hears the tone that
  are charmed or frightened can make a saving throw against
  the original DC of the effect that caused the condition to
  attempt to end it.
  Horn of Summons
  Wondrous item, rare
  This steel battle horn can amplify and communicate your
  situation extremely long distances. As an action, you can
  sound the battle horn with an extremely loud magical noise.
  All creatures within 1 mile hear this tone. Friendly creatures
  within range are awakened if asleep, and know your current
  location, know if you are wounded, and know any status
  conditions you are currently suffering from.
  Horn of Undead Enmity
  Wondrous item, very rare
  A horn made from enchanted bone, the haunting sounds
  from this horn can turn undead against one another. Once
  per day, as an action you can blow this horn to cause a
  haunting sound emanate from the horn within a 25 foot
  radius around you. All undead creatures within range must
  make a DC 18 Wisdom saving throw. On a failed save, they
  are charmed by you for 1 minute, or until they take damage,
  which allows them to repeat the saving throw.
  Hunter’s Flint
  Wondrous item, uncommon
  This flint stone is carved with runes that make campfires
  much more stealthy. As an action, you can use this flint to
  light a campfire. Campfires created with this stone burn
  without making sounds or smoke. Light created by this
  campfire is invisible to creatures outside of a 25-foot radius
  of the fire itself. The fire last 12 hour without additional fuel,
  or until it is extinguished normally. The flint can be used to
  light other fires as well, but only campfires gain these effects.
  Instant Campsite
  Wondrous item, uncommon
  This satchel seems empty at first but can expand to a
  campsite quickly and can easily be packed up. As an action
  you can open the satchel and it will expand to create a
  campsite with 4 two-person tents with bedrolls, as well as a
  campfire that lasts for 12 hours. You can use another action
  to fold the campsite back into the satchel.
  Jar of Steam
  Wondrous item, rare
  This clay jar is warm to the touch, and contains an endless
  supply of scalding steam. As an action, you can open the jar
  to cause hot steam to burst out from it, filling a 10-foot radius
  instantly. The steam lightly obscures any creatures that are
  behind or inside of the cloud of steam. Any creature that ends
  their turn in the steam takes 1d4 fire damage from the
  burning steam. The cloud persists as long as the jar is open.
  Closing the bottle requires you to speak its command word
  as an action. Once the jar is closed, the cloud disperses after
  5 minutes. A moderate wind (11 to 20 miles per hour) can
  also disperse the smoke after 1 minute, and a strong wind
  (21 or more miles per hour) can do so after 1 round.
  87
  
  Lamp of Discerning
  Wondrous item, rare
  This normal looking lantern never runs out of oil and helps to
  keep a look out for those in its light. This hooded lantern
  functions normally, but does not require oil or refilling. Any
  creature who is touched by the light created by this lantern
  gains a +1d4 bonus to Wisdom (Perception) and Intelligence
  (Investigation) checks.
  Lens of Discernment
  Wondrous item, rare
  This enchanted lens help to gather useful information on
  creatures that you look at. As a bonus action you can look
  through the lens at a creature in order to help gather
  information on it. You gain advantage on any Intelligence
  checks made to identify the creature seen through the lens.
  Lens of Reading
  Wondrous item, rare
  This glass lens has faint runes on it that help to translate any
  text that is seen through it. As a bonus action, you can speak
  a command word to cause the lens to activate. For 1 hour,
  you can read any text read through the lens as if you were
  under the effects of comprehend languages. You can use this
  lens 3 times per day.
  Map of Orienteering
  Wondrous item, very rare
  This sheet of parchment unfolds to reveal a map of the area
  that you have explored already. As long as this map is open,
  this map records a perfect map of a 100 foot radius around
  you. It can only record what you have seen and discovered
  thus far, so any undiscovered traps, doors, or unknown areas
  are not displayed. Illusions of objects and terrain are also
  recorded until you reveal them to be illusions. Creatures do
  not show up on the map, unless they are disguised as objects,
  such as gargoyles and mimics. You can mentally zoom the
  map around to show locations that have been recorded
  within the last 24 hours. The map erases all recorded
  information after a long rest, unless mentally commanded
  not to.
  Mirror of Opposition
  Wondrous item, legendary
  This ornate silver hand mirror has the ability to show a world
  where alliances are flipped. Once per day as an action, you
  can hold the mirror up to show the reflection of a creature
  within 25 feet of you. The targeted creature must make a DC
  20 Charisma saving throw. On a failed save, they are
  charmed by you. You may give them a command, which they
  will carry out to the best of their ability. The charm effect
  lasts 5 minutes, or until they take damage, which allows them
  to repeat the saving throw.
  Mummified Hand
  Wondrous item, legendary
  This hand is covered in enchanted bandages that keep to the
  hand both preserved and alive. You may put a single magical
  ring on the ring finger of this mummified hand. While the ring
  is on the hand, and you carry the hand on your person, you
  are considered attuned to ring. If you put more than one ring
  onto the hand, neither of the rings functions. You can only
  gain the benefit of a single Mummified hand.
  Phantom Soldier
  Wondrous item, rare
  This tiny stone statue is in the shape of a soldier and can be
  used to summon an illusion fighter. Once per day, while you
  are holding this statue, you can use an action to summon an
  image of a soldier in plate mail within 5 feet of you. The
  soldier only moves when commanded with a bonus action.
  The soldier has 1 hit point, and shares your AC and saving
  throws. The illusion remains until it is destroyed or until 5
  minutes passes.
  Polyglot Gem
  Wondrous item, rare
  This multifaceted opal is carved with language runes all over.
  Each polyglot gem contains knowledge of one language
  contained inside it, chosen at the time of creation. While
  holding this gem in your hand, you can read, speak, and write
  in that chosen language.
  Pouch of Frozen Passage
  Wondrous item, rare
  This pouch seems to be constantly cold, and contains a fine
  crystal like powder. This pouch contains 3 uses, and regains
  1 use after one week. As an action, you can take a pinch of
  the dust and throw it out onto a nonmoving liquid surface,
  such as water or lava. The surface of the liquid freezes over
  the course of 2 minutes to cover a 100 foot contiguous area.
  The surface is considered solid, and lasts 4 hours, or until
  destroyed. The surface can hold up to 2000 pounds without
  breaking, thanks to the magical nature of the powder.
  88
  Scribe’s Notes
  Another item we are grateful to have found. Not
  sure if it was a part of the vault’s collection, or
  intended to help with navigating it.
  
  Pouch of Platinum
  Wondrous item, rare
  This platinum sewn pouch is a must have for any trader or
  adventurer. Any coins or gemstones placed into this pouch
  are converted into their equal value of platinum coins. Coins
  or gems that can’t be converted evenly are unchanged.
  Pouches of Shared Acquisition
  Wondrous item, rare
  Simple in design and looks, these pouches share a single
  contained space. These pouches come in a pair of two, and
  can hold a total of 1/5 cubic foot or 6 pounds of gear between
  the two. Any items that are placed in the pouch can be
  accessed by the other pouch, so long as they are on the same
  plane of existence. If one pouch is on a different plane of
  existence, neither pouch can be accessed. Only one pouch
  can be accessed at a time.
  Power jewel
  Wondrous item, rare
  This red dodecahedron gem has the ability to regain spells to
  those who need it. While holding this gem, you can regain the
  use of a level 1 spell slot. Each Power Jewel can only be used
  once per day, and a person can only gain the benefits of a
  Power Jewel once per day.
  Restful Bedroll
  Wondrous item, uncommon
  This bedroll is made from the highest quality material, and is
  enchanted to be even more comfortable. When you take a
  long rest using this bedroll, you gain +1d6 temporary hit
  points until your next long or short rest.
  Ruby Scabbard
  Wondrous item, rare
  This copper scabbard is covered in enchanted rubies that
  hone any blade drawn from it to a fine edge. This scabbard
  resizes to fit any light or heavy blade that is put into the
  scabbard. Non-magical blades drawn from the scabbard
  never have to be sharpened after being returned to the
  scabbard. After drawing your blade from this scabbard, the
  first time your weapon does damage, it deals an additional 1
  dice worth of damage. The dice is determined by the dice
  used by the weapon for damage rolls. The weapon must be
  sheathed in the scabbard for at least 24 hours to gain this
  effect.
  Salve of Power
  Wondrous item, very rare
  This stone jar slowly renews itself with a medicine that draws
  physical power form the body in exchange for magical power.
  This jar contains 3 uses, and regains 1 use after 1 week.
  When applied to the body as a bonus action, choose to
  expend any number of hit dice, up to 10. You regain a spell
  slot that’s level is equal to the total amount of hit dice
  expended divided by 2, rounding down. You can choose to
  divide the spell slots into multiple slots if you so wished. For
  example, you can divide a level 5 spell slot gained from this
  salve into a level 2 and level 3 spell slot if you wished. If you
  use this salve more than once per long rest, you suffer a point
  of exhaustion due to the amount of physical energy converted
  to arcane.
  Sapphire Scabbard
  Wondrous item, very rare
  This silver scabbard is covered in enchanted sapphires that
  hone any blade drawn from it to a fine edge. This scabbard
  resizes to fit any light or heavy blade that is put into the
  scabbard. Non-magical blades drawn from the scabbard
  never have to be sharpened after being returned to the
  scabbard. After drawing your blade from this scabbard, the
  first time your weapon does damage, it deals an additional 2
  dice worth of damage. The dice is determined by the dice
  used by the weapon for damage rolls. The weapon must be
  sheathed in the scabbard for at least 24 hours to gain this
  effect.
  Scabbard of Sacred Might
  Wondrous item, rare
  This leather scabbard is covered in holy runes that cover the
  weapon inside with holy light. This scabbard resizes to fit any
  light or heavy blade that is put into the scabbard. Non-magical
  blades drawn from the scabbard never have to be sharpened
  after being returned to the scabbard. After drawing your
  blade from this scabbard, the first time your weapon does
  damage, the weapon deals radiant damage rather than its
  normal weapon damage. The weapon must be sheathed in
  the scabbard for at least 24 hours to gain this effect.
  89
  Scribe’s Notes
  I shouldn’t have to explain why this is useful. I
  know several merchants who are going to be
  chomping at the bit to get this.
  
  Shroud of Protection
  Wondrous item, uncommon
  This shroud appears to be made of a common, see-through
  material that hardens to an enchanted steel texture when laid
  upon a dying creature. When this medium creature sized
  shroud is placed on top of a dying creature, the creature
  under the shroud does not suffer from critical strikes, and
  only takes one death saving throw when hit. This effect lasts
  until the creature stabilizes, dies, or the shroud is removed.
  Shroud of Revival
  Wondrous item, rare
  This shroud appears to be made of glossy, ghost-like material
  that hardens to enchanted adamantine texture when laid
  upon a dying creature. When this medium creature sized
  shroud is placed on top of a dying creature, the creature
  under the shroud does not suffer from critical strikes, only
  takes one death saving throw when hit, and has advantage on
  death saving throws. This effect lasts until the creature
  stabilizes, dies, or the shroud is removed.
  Silent Tools
  Wondrous item, uncommon
  These ordinary looking tools have enchantments on them
  that make them completely silent when used. This
  enchantment can be applied to any set of tools that are not
  already magical in nature. When these tools are used, they
  make no noise, and grant a +1d6 bonus to Dexterity (Stealth)
  checks made for using these tools without being noticed.
  Skeleton Key
  Wondrous item, very rare
  This oddly shaped key is carved from ivory and keep to fit
  almost any lock. When this key is inserted into a locked chest,
  door, gate, or other locked item, make a Dexterity check to
  open the lock as if you rolled a natural 20 and are proficient
  with thieves tools. Regardless of the result, this key crumbles
  to dust afterwards.
  Solitaire (Aquamarine)
  Wondrous item, very rare
  This crystal was created as a part of a set in order to help
  boost a legendary warrior in combat. This blue-green crystal
  was used to further push a powerful strike. While this crystal
  charm is attached to your weapon, when you land a critical
  hit on a creature, you can use a bonus action to make a
  second single weapon attack against them. You can only gain
  the benefit of a single Solitaire crystal per day.
  Solitaire (Cerulean)
  Wondrous item, legendary
  This crystal was created as a part of a set in order to help
  boost a legendary warrior in combat. This blue crystal was
  used in order to make sure you were well protected after a
  powerful strike. While this crystal charm is attached to your
  weapon, when you land a critical hit on a creature, you gain
  immunity to all conditions until the start of your next turn.
  You can only gain the benefit of a single Solitaire crystal per
  day.
  Solitaire (Cinnabar)
  Wondrous item, rare
  This crystal was created as a part of a set in order to help
  boost a legendary warrior in combat. This red crystal helps to
  shake off any effects after a powerful strike. While this crystal
  charm is attached to your weapon, when you land a critical
  hit on a creature, you gain a +1d6 bonus to all saving throws
  until the start of your next turn. You can only gain the benefit
  of a single Solitaire crystal per day.
  Solitaire (Citrine)
  Wondrous item, very rare
  This crystal was created as a part of a set in order to help
  boost a legendary warrior in combat. This yellow crystal gives
  its owner a chance to recover from damage after a powerful
  strike. While this crystal charm is attached to your weapon,
  when you land a critical hit on a creature, you can expend the
  use of any amount of hit dice to regain hit points. You can
  only gain the benefit of a single Solitaire crystal per day.
  Solitaire (Violet)
  Wondrous item, legendary
  This crystal was created as a part of a set in order to help
  boost a legendary warrior in combat. This purple crystal
  provides its user with more actions after a powerful strike.
  While this crystal charm is attached to your weapon, when
  you land a critical hit on a creature, gain the use of an
  additional bonus action on this turn. You can only gain the
  benefit of a single Solitaire crystal per day.
  Spymasters Quill
  Wondrous item, rare
  This ornate quill has the ability to copy and rewrite any
  writing that is presented to it. As an action, you can set the
  quill down on a single page of parchment. The quill will
  record all images and text on the page, which can be
  reproduced later with a blank parchment as an action. The
  quill can only record one page at a time, and loses any
  previous recording when a new one is recorded. The new
  reproduction will always be done in ink, regardless of the
  original source material. This quill can copy runes, but not
  the magical properties of those runes. As such, it cannot copy
  spell scrolls or spells from a spell book without spending the
  component costs to add the magical effects.
  90
  
  Stylus of the Translator
  Wondrous item, rare
  This writing pen is often carried by ambassadors who want
  to make sure their work can be understood. Whenever you
  use the pen to write in a language, the words that are written
  are automatically translated into another language, which is
  chosen at the pens creation. You must be fluent in the
  language you are writing in order for a translation to be
  created.
  Talisman of Fortune
  Wondrous item, legendary
  A gold talisman that requires good luck in order to call upon
  its more favorable abilities. While holding this charm, you
  can use a bonus action to call upon its power once per day.
  When you do, roll a d20 to determine the result of calling
  upon this charm:
  1-9: You take 2d10 necrotic damage that can’t be reduced
  in any way. You regain the use of a level 1 spell slot.
  10-19: Roll 1d6. You regain the use of a spell slot level
  equal to the result of the dice roll.
  20: Same result of 10-19, but you regain the ability to use
  the Talisman of Fortune again in the same day.
  Unfettered Thieves’ Tools
  Wondrous item, rare
  This set of tools have been enchanted in order to assist with
  the dismantling of traps specifically, though they still remain
  useful for other nefarious means. This set of thieves’ tools
  gains a +1d4 bonus when attempting to disarm traps. As a
  bonus action, you can make a check with this set of tools on
  an object that is up to 25 feet away; as the tools can float and
  can react as if you were holding them normally. The tools
  return to your hands once the check is completed if they are
  able.
  Watchful Ruby Eye
  Wondrous item, rare
  This red ruby is set in gold and silver bands that form the
  shape of an eye. While holding this gem when casting the
  glyph of warding spell, your glyph gains the effect of a
  message spell when triggered as well as its other effects you
  determine when casting the spell.
  Battle Standards
  These special magic items are flags that when planted into
  the ground offer friendly creatures around it a buff, helping to
  add a bit of unity and flare to the battle field. Consider giving
  one to a party once they have truly formed together as a
  group.
  Battle Standard of Honor
  Battle standard, uncommon
  A blood red battle standard that weakens the resolve of those
  who would stand against you. Using an action, you can plant
  the standard into the ground or remove it. When the standard
  is planted, it creates a 25-foot radius aura from the flag. The
  aura lasts one hour, or until the standard is removed. Once
  the effect ends, it cannot be used again until the next dawn.
  When the standard is planted, the aura has the following
  effect:
  Whenever a creature within the aura attacks another
  creature, the creature is marked by the attacker. If the
  attacker attacks a creature other than their marked creature,
  they suffer a -1d4 penalty to their attack roll.
  Battle Standard of Might
  Battle standard, uncommon
  A battle standard marked with runes of power to help
  empower your allies. Using an action, you can plant the
  standard into the ground or remove it. When the standard is
  planted, it creates a 25-foot radius aura from the flag. The
  aura lasts one hour, or until the standard is removed. Once
  the effect ends, it cannot be used again until the next dawn.
  When the standard is planted, the aura has the following
  effect:
  Allied creatures making attacks against creatures within
  the aura gain a 1d4 bonus to damage rolls.
  Battle Standard of Shadow
  Battle standard, very rare
  A silk, black flag, that creates an area of darkness. Using an
  action, you can plant the standard into the ground or remove
  it. When the standard is planted, it creates a 25-foot radius
  aura from the flag. The aura lasts one hour, or until the
  standard is removed. Once the effect ends, it cannot be used
  again until the next dawn. When the standard is planted, the
  aura has the following effect:
  The aura is considered to be an area of darkness, and all
  allied creatures in the area gain dark vision, as well as a +1d4
  bonus to Stealth checks made within the aura. All lights
  within the aura are reduced to dim light.
  91
  Scribe’s Notes
  Fascinating. The idea to enchant a battle standard
  would have never occurred to me. The applications
  seem interesting, and I know several groups that
  would be interested.
  
  Battle Standard of Tactics
  Battle standard, legendary
  A long, forever swirling flag is attached to an ornate stand.
  Using an action, you can plant the standard into the ground
  or remove it. When the standard is planted, it creates a 25-
  foot radius aura from the flag. The aura lasts one hour, or
  until the standard is removed. Once the effect ends, it cannot
  be used again until the next dawn. When the standard is
  planted, the aura has the following effect.
  All allied creatures within the aura can communicate with
  each other telepathically. You and your ally’s minds cannot be
  read while within the aura. You automatically know your
  allies positions, regardless of having sight of them. Any ally
  within the aura can be the target of an ally’s spell, by targeting
  the standard instead.
  Battle Standard of the Fiery Legion
  Battle standard, very rare
  A battle standard commonly used by devils of the nine hells,
  this flag is accompanied by animated flames. Using an action,
  you can plant the standard into the ground or remove it.
  When the standard is planted, it creates a 25-foot radius aura
  from the flag. The aura lasts one hour, or until the standard is
  removed. Once the effect ends, it cannot be used again until
  the next dawn. When the standard is planted, the aura has
  the following effect.
  All allies within the aura gain fire resistance, and can have
  their attacks do fire damage rather than their normal damage
  type.
  Battle Standard of Healing
  Battle standard, uncommon
  A white flag decorated with healing runes, this is commonly
  found with companies of paladins and clerics. Using an
  action, you can plant the standard into the ground or remove
  it. When the standard is planted, it creates a 25-foot radius
  aura from the flag. The aura lasts one hour, or until the
  standard is removed. Once the effect ends, it cannot be used
  again until the next dawn. When the standard is planted, the
  aura has the following effect.
  Whenever an allied creature within the aura regains hit
  points, they regain an additional 2.
  Battle Standard of the Stalwart
  Battle standard, legendary
  A blue and silver battle standard that inspires allies to carry
  on with the battle. Using an action, you can plant the
  standard into the ground or remove it. When the standard is
  planted, it creates a 25-foot radius aura from the flag. The
  aura lasts one hour, or until the standard is removed. Once
  the effect ends, it cannot be used again until the next dawn.
  When the standard is planted, the aura has the following
  effect.
  All allied creatures within the aura gain an additional 2 to
  their AC, as well as to all saving throws made. They also gain
  resistance to all non-magical slashing, piercing, and
  bludgeoning damage.
  Battle Standard of the Vanguard
  Battle standard, legendary
  A bold banner used by only the most powerful and bravest of
  armies. Using an action, you can plant the standard into the
  ground or remove it. When the standard is planted, it creates
  a 25-foot radius aura from the flag. The aura lasts one hour,
  or until the standard is removed. Once the effect ends, it
  cannot be used again until the next dawn. When the standard
  is planted, the aura has the following effect.
  All allied creatures within the aura gain a +2d6 bonus to all
  damage and attack rolls made.
  Other Consumables
  These are one time use magical items that once used are
  consumed, sometimes literally. They don’t fit neatly under the
  other categories of magical items, so they are given their own
  category and section.
  Astral Mead
  Consumable, legendary
  The mead contains a sparkling and sweet taste, and seems to
  rejuvenate the body when drank. A single flask of Astral
  Mead weighs half a pound and provides enough sustenance
  for a full days worth of food and water. When consumed, you
  gain a +1d8 bonus to Constitution saving throws, and regain
  an additional 1d8 hit points whenever you heal until your
  next long rest.
  Feybread Biscuit
  Consumable, very rare
  Made from grain that is found in the Feywild, this biscuit is
  both filling and tasty. A single feybread biscuit weighs one-
  tenth of a pound, and provides enough sustenance for a full
  days worth of food. When consumed, When consumed, you
  gain a +1d6 bonus to Constitution saving throws, and regain
  an additional 1d6 hit points whenever you heal until your
  next long rest.
  Gem of Valor
  Consumable, legendary
  A beautiful sapphire like gem that has runes that run across
  each face. As a bonus action, you can crush them gem in your
  hand in order to grain a benefit. Roll a d20 to determine
  granted by this gem.
  1-9: You gain a +1d10 to your AC and Saving throws until
  the end of your next turn.
  10-19: You gain a +1d10 to your attack and damage rolls
  until the end of your next turn.
  20: You gain the benefit of both the 1-9 and the 10-19
  results.
  92
  
  Glowstone
  Consumable, rare
  A palm-sized stone that, when thrown, creates a large burst
  light that harms undead. This stone glows with dim light in a
  10-foot radius unless covered. As an action, you can throw
  this stone up to 20 feet away. When the stone hits an object
  or creature, it creates a 10-foot radius burst of bright light as
  it shatters. Any undead creature that has vulnerability to
  radiant damage must make a DC 16 Wisdom saving throw.
  On a failed save, they are stunned until the end of their next
  turn.
  Lifeshroud
  Consumable, uncommon
  These enchanted linens help to protect a corpse from
  decomposing and being raised as an undead. When a corpse
  is wrapped in these linens, they do not decay, and are unable
  to become an undead. Any undead that tries to touch the
  linens must make a DC 15 Wisdom saving throw, or be
  unable to touch the linens for 24 hours. Once wrapped
  around a body, the shroud turns to dust after 1 week.
  Nail of Sealing
  Consumable, uncommon
  A long iron nail that when pushed into a door helps to keep it
  sealed with magic. When this nail is pushed into a door, chest
  or closable object, that object is considered to be under the
  effects of the arcane lock spell. The spell lasts one hour, after
  which the nail breaks and the spell ends.
  Oil of Flesh Returned
  Consumable, rare
  This oil is milk white in color, and can restore life to a
  petrified creature. As a bonus action, you can apply this
  single use oil to a creature to end the petrified condition. If
  the creatures body is not whole, the oil will not work.
  Stonemeal Biscuit
  Consumable, uncommon
  This foul dwarven bread tastes like dirt, but its benefits make
  stomaching the food worth it. A single Stonemeal Biscuit
  weighs one-tenth of a pound, and provides enough
  sustenance for a full days worth of food. When consumed, you
  gain a +1d4 bonus to Constitution saving throws, and regain
  an additional 1d4 hit points whenever you heal until your
  next long rest.
  Unguent of Blindsight
  Consumable, legendary
  This small container holds a small amount of white cream
  that contains a powerful magical agent. When applied to your
  closed eyelids as a bonus action, you gain blind sight of 100
  feet for 5 minutes. This container holds one use of the cream.
  Unguent of Darkvision
  Consumable, very rare
  This small container holds a small amount of black cream
  that contains a powerful magical agent. When applied to your
  closed eyelids as a bonus action, you gain darkvision of 100
  feet for 5 minutes. This container holds one use of the cream.
  Vision Sand
  Consumable, rare
  This crystal sand has been enchanted by those of Ioun’s
  church in order assist with spells of divination. When you use
  this sand as component for ritual casting of the spells detect
  magic or identify, the ritual casting time takes only 5 minutes
  rather than 10. This sand is consumed when used in this
  manner.
  93
  Scribe’s Notes
  I have no idea why Dwarves would make something
  this useful taste like sticking my beak into a pile of
  gravel. Going to hire a chief to take a look at this.
  
  Magic Item Tables
  Artifacts
  Item
  Type
  Attune?
  Nullifying Ring
  Ring
  Yes
  Star of the Astral Sea
  Wondrous Item
  Yes
  Legendary Items
  Item
  Type
  Attune?
  Airstriders
  Wondrous Item
  Yes
  Amulet of Material Darkness
  Wondrous Item
  Yes
  Amulet of the Unbroken
  Wondrous Item
  No
  Anklets of Opportunity
  Wondrous Item
  No
  Astral Mead
  Consumable
  No
  Backtrack Bindings
  Wondrous Item
  Yes
  Battle Standard of Tactics
  Battle Standard
  No
  Battle Standard of the Stalwart
  Battle Standard
  No
  Battle Standard of the Vanguard Battle Standard
  No
  Belt of Vitality
  Wondrous Item
  Yes
  Blade of Bahamut
  Weapon
  Yes
  Bloodtheft Armor
  Armor
  Yes
  Bolstering Armor
  Armor
  Yes
  Boots of Teleportation
  Wondrous Item
  Yes
  Brilliant Energy Weapon
  Weapon
  Yes
  Bronze Serpent
  Wondrous Item
  Yes
  Chamber Cloak
  Wondrous Item
  Yes
  Charm of Abundant Action
  Wondrous Item
  No
  Cloak of Autumn’s Child
  Wondrous Item
  Yes
  Cloak of Elemental Evolution
  Wondrous Item
  Yes
  Cloak of the Phoenix
  Wondrous Item
  Yes
  Clockwork Cowl
  Wondrous Item
  Yes
  Coif of Focus
  Wondrous Item
  Yes
  Deadblast Bone
  Wondrous Item
  No
  Death-Defying Cloak
  Wondrous Item
  Yes
  Deathspawn Potion
  Potion
  No
  Defection Armor
  Armor
  Yes
  Defiant Boots
  Wondrous Item
  No
  Destiny Staff
  Staff
  Yes
  Diamond Scabbard
  Wondrous Item
  No
  Dimensional Stride Boots
  Wondrous Item
  Yes
  Dust of Creation
  Wondrous Item
  No
  Earthbind Lodestone
  Wondrous Item
  No
  Eye of Awareness
  Wondrous Item
  No
  Eye of Discernment
  Wondrous Item
  Yes
  Eye of the Basilisk
  Wondrous Item
  Yes
  Item
  Type
  Attune?
  Eye of the Earthmother
  Wondrous Item
  Yes
  Feyrod
  Rod
  Yes
  Gargoyle Ring
  Ring
  Yes
  Gem of Valor
  Consumable
  No
  Ghost Chain Weapon
  Weapon
  Yes
  Gloves of Camaraderie
  Wondrous Item
  No
  Gorget of Reciprocity
  Wondrous Item
  Yes
  Greater Ring of Spell Storing
  Ring
  Yes
  Hellrod
  Rod
  Yes
  Ioun Stone (Perfect Language) Wondrous Item
  Yes
  Ioun Stone (Steadfastness)
  Wondrous Item
  Yes
  Legendary Weapon
  Weapon
  Yes
  Life Charm
  Wondrous Item
  Yes
  Lightning Reflex Gloves
  Wondrous Item
  Yes
  Lightstep Slippers
  Wondrous Item
  No
  Luck Lender
  Weapon
  No
  Master's Wand of Eyebite
  Wand
  No
  Mirror of Opposition
  Wondrous Item
  No
  Moradin's Weapon
  Weapon
  Yes
  Mummified Hand
  Wondrous Item
  No
  Orb of Arcane Generosity
  Orb
  Yes
  Orb of Coercive Dementia
  Orb
  Yes
  Orb of the Usurper
  Orb
  Yes
  Orb of Unintended Solitude
  Orb
  Yes
  Overreaching Weapon
  Weapon
  No
  Phantom Chaussures
  Wondrous Item
  Yes
  Prismatic Robe
  Wondrous Item
  Yes
  Quickening Diadem
  Wondrous Item
  Yes
  Reflective Shield
  Armor
  Yes
  Ring of Dread
  Ring
  Yes
  Ring of the Phoenix
  Ring
  Yes
  Ritualist’s Ring
  Ring
  Yes
  Robe of Forbearance
  Wondrous Item
  Yes
  Robe of the Archfiend
  Wondrous Item
  Yes
  Rod of the Star Spawn
  Rod
  Yes
  Sandals of Avandra
  Wondrous Item
  No
  Shadow Spike
  Weapon
  Yes
  Shocking Armor
  Armor
  Yes
  Skeletal Armor
  Armor
  Yes
  Skystrider Horseshoes
  Mount Item
  Yes
  Solitaire (Cerulean)
  Wondrous Item
  No
  Solitaire (Violet)
  Wondrous Item
  No
  Sorrowsworn Ring
  Ring
  Yes
  94
  
  Item
  Type
  Attune?
  Soulwarding Armor
  Armor
  Yes
  Spider Potion
  Potion
  No
  Staff of the Iron Tower
  Staff
  Yes
  Star Rod
  Rod
  Yes
  Symbol of Damnation
  Holy Symbol
  Yes
  Symbol of Radiant Vengeance
  Holy Symbol
  Yes
  Symbol of Revivification
  Holy Symbol
  Yes
  Symbol of Sacrifice
  Holy Symbol
  Yes
  Talisman of Fortune
  Wondrous Item
  No
  Talisman of Repulsion
  Wondrous Item
  Yes
  Tattered Cloak
  Wondrous Item
  Yes
  Tenacious Weapon
  Weapon
  Yes
  Trespasser's Bane
  Weapon
  Yes
  Trickster’s Mask
  Wondrous Item
  Yes
  Trollhide Bracers
  Wondrous Item
  Yes
  Unguent of Blindsight
  Consumable
  No
  Vaporform Armor
  Armor
  Yes
  Vengeance Sash
  Wondrous Item
  Yes
  Wyrmtouched Amulet
  Wondrous Item
  Yes
  Zephyr Boots
  Wondrous Item
  Yes
  Very Rare Items
  Item
  Type
  Attune?
  Abyssal Adornment
  Wondrous Item
  Yes
  Adamantine Rod
  Rod
  Yes
  Amulet of Aranea
  Wondrous Item
  Yes
  Amulet of Attenuation
  Wondrous Item
  Yes
  Amulet of Bodily Sanctity
  Wondrous Item
  Yes
  Amulet of Elusive Prey
  Wondrous Item
  Yes
  Amulet of Inner Voice
  Wondrous Item
  Yes
  Aqueous Armor
  Armor
  Yes
  Armor of Attraction
  Armor
  Yes
  Armor of Negation
  Armor
  Yes
  Armor of Night
  Wondrous Item
  Yes
  Assassinsbane Armor
  Armor
  Yes
  Assured Wand of Frostburn
  Wand
  Yes
  Assured Wand of Howl of Doom
  Wand
  Yes
  Avandra's Whisper
  Weapon
  Yes
  Baldric of Valor
  Wondrous Item
  Yes
  Banquet Ring
  Ring
  Yes
  Battle Standard of Shadow
  Battle Standard
  No
  Item
  Type
  Attune?
  Battle Standard of the Fiery
  Legion
  Battle Standard
  No
  Battlemaster's Weapon
  Weapon
  Yes
  Bilethorn Weapon
  Weapon
  Yes
  Bloodiron Rod
  Rod
  Yes
  Bloodiron Weapon
  Weapon
  Yes
  Bloodthirsty Weapon
  Weapon
  No
  Boots of Swimming
  Wondrous
  Item
  No
  Boots of Withdrawal
  Wondrous
  Item
  Yes
  Bracers of Iron Arcana
  Wondrous
  Item
  Yes
  Brooch of Vitality
  Wondrous
  Item
  Yes
  Carcanet of Psychic Schism
  Wondrous
  Item
  Yes
  Chaos Weave Armor
  Armor
  Yes
  Chaos Weave Weapon
  Weapon
  Yes
  Cherished Ring
  Ring
  Yes
  Cincture of Vivacity
  Wondrous
  Item
  Yes
  Circlet of Rapid Casting
  Wondrous
  Item
  Yes
  Coral Armor
  Armor
  Yes
  Cord of Divine Favor
  Wondrous
  Item
  Yes
  Cord of Foresight
  Wondrous
  Item
  Yes
  Crown of Eyes
  Wondrous
  Item
  Yes
  Crown of Nature’s Rebellion
  Wondrous
  Item
  Yes
  Crown of the World Tree
  Wondrous
  Item
  Yes
  Cryptspawn Potion
  Potion
  No
  Crystal Ball of Spying
  Wondrous
  Item
  No
  Darkforged Armor
  Armor
  Yes
  Desiccating Weapon
  Weapon
  Yes
  Dread Helm
  Wondrous
  Item
  Yes
  Dust of Banishment
  Wondrous
  Item
  No
  Dust of Disenchantment
  Wondrous
  Item
  No
  Dwarfstride Boots
  Wondrous
  Item
  No
  Earthreaver Stompers
  Wondrous
  Item
  Yes
  Exodus Knife
  Wondrous
  Item
  No
  95
  
  Item
  Type
  Attune?
  Factotum Helm
  Wondrous Item
  Yes
  Farslayer Weapon
  Weapon
  Yes
  Feybread Biscuit
  Consumable
  No
  Fireburst Boots
  Wondrous Item
  Yes
  Flamewrath Cape
  Wondrous Item
  Yes
  Flanker’s Boots
  Wondrous Item
  Yes
  Flaring Shield
  Armor
  Yes
  Floorfighter Straps
  Wondrous Item
  No
  Flying Hook
  Wondrous Item
  No
  Forceful Weapon
  Weapon
  No
  Frostburn Armor
  Armor
  Yes
  Giant Gloves
  Wondrous Item
  Yes
  Girdle of the Umber Hulk
  Wondrous Item
  Yes
  Gloves of Accuracy
  Wondrous Item
  Yes
  Gloves of Dimensional Repulsion Wondrous Item
  Yes
  Gloves of Transference
  Wondrous Item
  Yes
  Greatreach Gauntlets
  Wondrous Item
  Yes
  Grimlock Helm
  Wondrous Item
  No
  Headband of Insight
  Wondrous Item
  No
  Headband of Psychic Attack
  Wondrous Item
  Yes
  Healing Weapon
  Weapon
  Yes
  Helm of Hidden Horrors
  Wondrous Item
  Yes
  Helm of Swift Punishment
  Wondrous Item
  Yes
  Horn of Undead Enmity
  Wondrous Item
  No
  Hypnotic Shield
  Armor
  Yes
  Illithid Robes
  Wondrous Item
  Yes
  Impaling Weapon
  Weapon
  Yes
  Inquisitor’s Helm
  Wondrous Item
  Yes
  Liar’s Trinket
  Wondrous Item
  Yes
  Luminary Ring
  Ring
  Yes
  Map of Orienteering
  Wondrous Item
  No
  Mask of Terror
  Wondrous Item
  Yes
  Mindiron Weapon
  Weapon
  Yes
  Moonlight Lavaliere
  Wondrous Item
  Yes
  Necrotic Weapon
  Weapon
  Yes
  Oceanstrider Boots
  Wondrous Item
  No
  Opal Ring of Remembrance
  Ring
  Yes
  Orb of Crimson Commitment
  Orb
  Yes
  Orb of Karmic Resonance
  Orb
  Yes
  Orb of Mighty Retort
  Orb
  Yes
  Orb of Revenant Magic
  Orb
  Yes
  Orb of Weakness Intensified
  Orb
  Yes
  Item
  Type
  Attune?
  Paralyzing Weapon
  Weapon
  Yes
  Predatory Weapon
  Weapon
  Yes
  Quickening Staff
  Staff
  Yes
  Radiant Weapon
  Weapon
  No
  Rapidstrike Bracers
  Wondrous Item
  Yes
  Reality Cord
  Wondrous Item
  Yes
  Reliable Staff
  Staff
  Yes
  Ring of Brotherhood
  Ring
  Yes
  Ring of Forgetful Touch
  Ring
  Yes
  Ring of Personal Gravity
  Ring
  Yes
  Ring of Retreat
  Ring
  Yes
  Ring of Tenacious Will
  Ring
  Yes
  Ring of Vigilant Defense
  Ring
  Yes
  Robe of Bloodwalking
  Wondrous Item
  Yes
  Robe of Defiance
  Wondrous Item
  Yes
  Robe of Sapping
  Wondrous Item
  Yes
  Rod of the Bloodthorn
  Rod
  Yes
  Rod of the Sorrowsworn
  Rod
  Yes
  Rod of Vulnerability
  Rod
  Yes
  Saddle of the Nightmare
  Mount Item
  Yes
  Saddle of the Shark
  Mount Item
  Yes
  Salve of Power
  Wondrous Item
  No
  Sandals of Arcane Transposition Wondrous Item
  Yes
  Sapphire Scabbard
  Wondrous Item
  No
  Shadowsteppers
  Wondrous Item
  Yes
  Shield of Blocking
  Armor
  Yes
  Skeleton Key
  Wondrous Item
  No
  Solitaire (Aquamarine)
  Wondrous Item
  No
  Solitaire (Citrine)
  Wondrous Item
  No
  Spell Shield
  Armor
  Yes
  Spirit Link Armor
  Armor
  Yes
  Staff of Corrosion
  Staff
  Yes
  Staff of Transposition
  Staff
  Yes
  Stalkers Armor
  Armor
  Yes
  Stonewall Shield
  Armor
  Yes
  Stormbolt Weapon
  Weapon
  Yes
  Stormlord Armor
  Armor
  Yes
  Striking Staff
  Staff
  Yes
  Symbol of Brilliance
  Holy Symbol
  Yes
  Symbol of Censure
  Holy Symbol
  Yes
  Symbol of Dedication
  Holy Symbol
  Yes
  Symbol of Renewal
  Holy Symbol
  Yes
  Symbol of Sustenance
  Holy Symbol
  Yes
  96
  
  Item
  Type
  Attune?
  Symbol of the War Priest
  Holy Symbol
  Yes
  Thunderbolt Weapon
  Weapon
  Yes
  Tigerclaw Gauntlets
  Wondrous Item
  Yes
  Transposing Weapon
  Weapon
  Yes
  Unguent of Darkvision
  Consumable
  No
  Vampiric Gauntlets
  Wondrous Item
  Yes
  Venom Gloves
  Wondrous Item
  Yes
  Voidcrystal Armor
  Armor
  Yes
  Voidcrystal Weapon
  Weapon
  Yes
  Withering Weapon
  Weapon
  Yes
  Zealots Armor
  Wondrous Item
  Yes
  Rare Items
  Item
  Type
  Attune?
  Addergrease Armor
  Armor
  Yes
  Amethyst Band of Invisible Eyes
  Ring
  Yes
  Angelsteel Shield
  Armor
  Yes
  Antipathy Gloves
  Wondrous Item
  Yes
  Armor of Starlight
  Wondrous Item
  Yes
  Assassin’s Slippers
  Wondrous Item
  Yes
  Assassins Weapon
  Weapon
  No
  Assault Boots
  Wondrous Item
  No
  Backbone Belt
  Wondrous Item
  Yes
  Baldric of Tactical Positioning
  Wondrous Item
  Yes
  Battering Weapon
  Weapon
  No
  Beastlord Armor
  Armor
  No
  Belt of Blood
  Wondrous Item
  No
  Belt of Endurance
  Wondrous Item
  No
  Belt of Fitness
  Wondrous Item
  Yes
  Belt of Recovery
  Wondrous Item
  Yes
  Belt of Vim
  Wondrous Item
  Yes
  Black Cave Pearl
  Reagent
  No
  Black Feather of the Raven
  Queen
  Holy Symbol
  Yes
  Blackshroud Weapon
  Weapon
  No
  Blacksmelt Weapon
  Weapon
  No
  Blade of Night
  Weapon
  Yes
  Blink Ring
  Ring
  Yes
  Bloodfire Armor
  Armor
  Yes
  Bloodiron Armor
  Armor
  Yes
  Bloodshored Shield
  Armor
  Yes
  Bloodsoaked Bracers
  Wondrous Item
  Yes
  Item
  Type
  Attune?
  Bloodsoaked Shield
  Armor
  Yes
  Bone Ring of Better Fortune
  Ring
  Yes
  Bone Ring of Preservation
  Ring
  Yes
  Bonegrim Armor
  Armor
  Yes
  Boots of Dancing
  Wondrous Item
  No
  Boots of Eagerness
  Wondrous Item
  Yes
  Boots of Furious Speed
  Wondrous Item
  Yes
  Boots of Many Tracks
  Wondrous Item
  Yes
  Boots of Sand and Sea
  Wondrous Item
  No
  Boots of the Fencing Master
  Wondrous Item
  Yes
  Bracers of Bold Maneuvering
  Wondrous Item
  Yes
  Bracers of Infinite Blades
  Wondrous Item
  Yes
  Bracers of Rejuvenation
  Wondrous Item
  No
  Bracers of Tactical Blows
  Wondrous Item
  Yes
  Bracers of Wound Closure
  Wondrous Item
  Yes
  Branchrunners
  Wondrous Item
  No
  Briarwine Armor
  Armor
  Yes
  Bronzewood Weapon
  Weapon
  No
  Butterfly Sandals
  Wondrous Item
  No
  Cat Paws
  Wondrous Item
  Yes
  Cat Tabi
  Wondrous Item
  Yes
  Caustic Gauntlets
  Wondrous Item
  Yes
  Caustic Whetstone
  Whetstone
  No
  Centering Cincture
  Wondrous Item
  Yes
  Chameleon Ring
  Ring
  Yes
  Champions Armor
  Armor
  Yes
  Chime of Warding
  Wondrous Item
  No
  Choker of Eloquence
  Wondrous Item
  Yes
  Cincture of the Dragon Spirit
  Wondrous Item
  Yes
  Cingulum of Combat Rushing
  Wondrous Item
  Yes
  Circlet of Indomitability
  Wondrous Item
  Yes
  Circlet of Mental Onslaught
  Wondrous Item
  Yes
  Clasp of Noble Sacrifice
  Wondrous Item
  Yes
  Cloak of Arachnida
  Wondrous Item
  Yes
  Cloak of Distortion
  Wondrous Item
  Yes
  Cloak of the Cautious
  Wondrous Item
  Yes
  Cloak of the Walking Wounded Wondrous Item
  Yes
  Cloaked Weapon
  Weapon
  No
  Cog of Erathis
  Holy Symbol
  Yes
  Cognizance Ring
  Ring
  Yes
  Coif of Mindiron
  Wondrous Item
  Yes
  Cold Iron Bracers
  Wondrous Item
  No
  Cold Iron Weapon
  Weapon
  Yes
  97
  
  Item
  Type
  Attune?
  Contortionist’s Cord
  Wondrous Item
  No
  Controlling Weapon
  Weapon
  Yes
  Crown of Infernal Legacy
  Wondrous Item
  Yes
  Crusader's Weapon
  Weapon
  Yes
  Cunning Weapon
  Weapon
  Yes
  Darkskull
  Wondrous Item
  No
  Death Rattle
  Wondrous Item
  No
  Decerebrating Weapon
  Weapon
  Yes
  Demonbane Weapon
  Weapon
  Yes
  Determined Weapon
  Weapon
  Yes
  Diamond Bracers
  Wondrous Item
  Yes
  Dragonborn Greaves
  Wondrous Item
  Yes
  Dragonscale of Bahamut
  Holy Symbol
  Yes
  Dread Nightshade
  Reagent
  No
  Dread Weapon
  Weapon
  Yes
  Drum of Panic
  Wondrous Item
  No
  Dust of Arcane Insight
  Wondrous Item
  No
  Dwarven Boots
  Wondrous Item
  No
  Dwarven Thrower Gauntlets
  Wondrous Item
  Yes
  Earthbreaker Weapon
  Weapon
  No
  Elixir of Accuracy
  Potion
  No
  Elixir of Fortitude
  Potion
  No
  Elixir of Reflexes
  Potion
  No
  Elixir of Will
  Potion
  No
  Elukian Clay Armor
  Armor
  No
  Elukian Clay Weapon
  Weapon
  No
  Endless Canteen
  Wondrous Item
  No
  Endless Quiver
  Wondrous Item
  No
  Enshrouding Candle
  Wondrous Item
  No
  Evil Eye Fetish
  Wondrous Item
  Yes
  Eye of Deception
  Wondrous Item
  Yes
  Eye of Ioun
  Holy Symbol
  Yes
  Face-Stealing Ring
  Ring
  Yes
  Faymind Armor
  Armor
  Yes
  Feyslaughter Weapon
  Weapon
  No
  Feystep Lacings
  Wondrous Item
  Yes
  Fireflower Pendant
  Wondrous Item
  Yes
  Fist of Kord
  Holy Symbol
  Yes
  Flame Drinker Shield
  Armor
  Yes
  Flanking Weapon
  Weapon
  Yes
  Flickersight Armor
  Armor
  Yes
  Foe Stone
  Wondrous Item
  No
  Item
  Type
  Attune?
  Footpad's Friend
  Weapon
  Yes
  Force Weapon
  Weapon
  No
  Fortification Armor
  Armor
  Yes
  Fragrance of Authority
  Wondrous Item
  No
  Frost Gauntlets
  Wondrous Item
  Yes
  Frozen Whetstone
  Whetstone
  No
  Gauntlets of Blinding Strikes
  Wondrous Item
  Yes
  Gauntlets of Brilliance
  Wondrous Item
  Yes
  Gem of Auditory Recollection
  Wondrous Item
  No
  Ghost Bridle
  Mount Item
  Yes
  Giantdodger Armor
  Armor
  Yes
  Girdle of the Dragon
  Wondrous Item
  Yes
  Girdle of the Oxen
  Wondrous Item
  No
  Gloves of Eldritch Admixture
  Wondrous Item
  Yes
  Gloves of Storing
  Wondrous Item
  No
  Gloves of the Bounty Hunter
  Wondrous Item
  Yes
  Gloves of the Healer
  Wondrous Item
  Yes
  Glowstone
  Consumable
  No
  Goggles of the Bone Collector
  Wondrous Item
  Yes
  Golden Spade
  Wondrous Item
  No
  Goliath’s Belt
  Wondrous Item
  Yes
  Graceful Weapon
  Weapon
  No
  Green Thumbs
  Wondrous Item
  Yes
  Guardian’s Collar
  Companion Item
  Yes
  Harmonious Harp
  Wondrous Item
  No
  Headband of Intellect
  Wondrous Item
  Yes
  Healer’s Brooch
  Wondrous Item
  Yes
  Healer’s Sash
  Wondrous Item
  Yes
  Healer’s Shield
  Armor
  Yes
  Helm of Vigilant Awareness
  Wondrous Item
  No
  Holy Gauntlets
  Wondrous Item
  Yes
  Horn of Summons
  Wondrous Item
  No
  Jagged Weapon
  Weapon
  No
  Jar of Steam
  Wondrous Item
  No
  Kruthik Potion
  Potion
  No
  Lamp of Discerning
  Wondrous Item
  No
  Laughing Death Armor
  Armor
  Yes
  Laurel Circlet
  Wondrous Item
  Yes
  Lens of Discernment
  Wondrous Item
  No
  Lens of Reading
  Wondrous Item
  No
  Lifesapper Rod
  Rod
  Yes
  Longshot Gloves
  Wondrous Item
  Yes
  98
  
  Item
  Type
  Attune?
  Loom Weave Armor
  Wondrous
  Item
  Yes
  Magician’s Ring
  Ring
  Yes
  Manticore Shield
  Armor
  Yes
  Martyr’s Saddle
  Mount Item
  Yes
  Mask of Melora
  Holy Symbol
  Yes
  Mask of Slithering
  Wondrous
  Item
  Yes
  Mauling Weapon
  Weapon
  No
  Medallion of Death Deferred
  Wondrous
  Item
  No
  Mindiron Vambraces
  Wondrous
  Item
  Yes
  Mirrorsheen Armor
  Armor
  Yes
  Moon Disk of Sehanine
  Holy Symbol
  Yes
  Moradin's Indestructible Anvil
  Holy Symbol
  Yes
  Stone of Avandra
  Holy Symbol
  Yes
  Oil of Flesh Returned
  Consumable
  No
  Orb of Augmented Stasis
  Orb
  Yes
  Orb of Crystalline Terror
  Orb
  Yes
  Orb of Draconic Majesty
  Orb
  Yes
  Orb of Indefatigable
  Concentration
  Orb
  Yes
  Orb of Inescapable Consequences
  Orb
  Yes
  Orb of Mental Dominion
  Orb
  Yes
  Orb of Spatial Contortion
  Orb
  Yes
  Orb of Sudden Insanity
  Orb
  Yes
  Peacemaker’s Periapt
  Wondrous
  Item
  Yes
  Pelaurum Shield
  Armor
  Yes
  Periapt of Recovery
  Wondrous
  Item
  No
  Phantom Soldier
  Wondrous
  Item
  No
  Phrenic Crown
  Wondrous
  Item
  Yes
  Piercing Weapon
  Weapon
  Yes
  Polyglot Gem
  Wondrous
  Item
  No
  Potion of Mimicry
  Potion
  No
  Potion of Regeneration
  Potion
  No
  Potion of Stormshield
  Potion
  No
  Potion of Vigor
  Potion
  No
  Pouch of Frozen Passage
  Wondrous
  Item
  No
  Pouch of Platinum
  Wondrous
  Item
  No
  Item
  Type
  Attune?
  Pouches of Shared Acquisition Wondrous Item
  No
  Power Jewel
  Wondrous Item
  No
  Precise Wand of Color Spray
  Wand
  yes
  Quickling Boots
  Wondrous Item
  No
  Rat Form Armor
  Armor
  Yes
  Razor Bracers
  Wondrous Item
  No
  Recalling Harness
  Companion
  Yes
  Recoil Shield
  Armor
  Yes
  Reflexive Armor
  Armor
  Yes
  Reinforcing Belt
  Wondrous Item
  Yes
  Resilience Amulet
  Wondrous Item
  Yes
  Retribution Weapon
  Weapon
  No
  Ricochet Shield
  Armor
  Yes
  Ricochet Weapon
  Weapon
  Yes
  Ring of Calling
  Ring
  Yes
  Ring of Fey Travel
  Ring
  Yes
  Ring of Heroic Insight
  Ring
  Yes
  Ring of Shadow Travel
  Ring
  Yes
  Ring of the Dragonborn Emperor
  Ring
  Yes
  Ring of the Spectral Hand
  Ring
  Yes
  Rod of Brutality
  Rod
  Yes
  Rod of Feythorns
  Rod
  Yes
  Rod of Mindbending
  Rod
  Yes
  Rod of the Churning Inferno
  Rod
  Yes
  Rod of the Feywild
  Rod
  Yes
  Rod of the Hidden Star
  Rod
  Yes
  Rod of the Infernal
  Rod
  Yes
  Rope of Slave Fighting
  Wondrous Item
  Yes
  Rouge’s Belt
  Wondrous Item
  Yes
  Ruby Scabbard
  Wondrous Item
  No
  Rushing Cleats
  Wondrous Item
  Yes
  Sash of Ensnarement
  Wondrous Item
  No
  Scabbard of Sacred Might
  Wondrous Item
  No
  Shadow Band
  Ring
  Yes
  Shadowflow Shield
  Armor
  Yes
  Shapechanger's Sorrow
  Weapon
  No
  Shielding Girdle
  Wondrous Item
  Yes
  Shroud of Revival
  Wondrous Item
  No
  Skull Mask
  Wondrous Item
  Yes
  Skyrender Weapon
  Weapon
  Yes
  Snakefang Armor
  Armor
  Yes
  Snipers Weapon
  Weapon
  No
  Solar Armor
  Armor
  Yes
  Solitaire (Cinnabar)
  Wondrous Item
  No
  99
  
  Item
  Type
  Attune?
  Spell Anchors
  Wondrous Item
  Yes
  Splitting Weapon
  Weapon
  No
  Spymasters Quill
  Wondrous Item
  No
  Staff of Acid and Flame
  Staff
  Yes
  Staff of Elemental Prowess
  Staff
  Yes
  Staff of Gathering
  Staff
  Yes
  Staff of Searing Death
  Staff
  Yes
  Stag Helm
  Wondrous Item
  Yes
  Star of Corellon
  Holy Symbol
  Yes
  Star Ruby Ring
  Ring
  Yes
  Steadfast Amulet
  Wondrous Item
  Yes
  Steadfast Boots
  Wondrous Item
  Yes
  Steadfast Saddle
  Mount Item
  Yes
  Storm Gauntlets
  Wondrous Item
  Yes
  Storm Shield
  Armor
  Yes
  Stout Weapon
  Weapon
  No
  Strikebacks
  Wondrous Item
  No
  Stylus of the Translator
  Wondrous Item
  No
  Sun Disk of Pelor
  Holy Symbol
  Yes
  Sure Shot Gloves
  Wondrous Item
  Yes
  Surge Armor
  Armor
  Yes
  Survivor’s Belt
  Wondrous Item
  Yes
  Survivor's Armor
  Armor
  No
  Swimtide Harness
  Wondrous Item
  No
  Symbol of Divinity
  Holy Symbol
  Yes
  Symbol of Freedom
  Holy Symbol
  Yes
  Symbol of Lifebonding
  Holy Symbol
  Yes
  Symbol of Penitence
  Holy Symbol
  Yes
  Symbol of Perseverance
  Holy Symbol
  Yes
  Symbol of Shielding
  Holy Symbol
  Yes
  Tauran Shield
  Armor
  No
  Tempest Whetstone
  Whetstone
  No
  Thornwalker Slippers
  Wondrous Item
  Yes
  Thoughtstealer Weapon
  Weapon
  Yes
  Thundergod Weapon
  Weapon
  Yes
  Thunderhead Armor
  Armor
  Yes
  Totemic Belt
  Wondrous Item
  Yes
  Transference Weapon
  Weapon
  No
  Transposition Harness
  Companion Item
  Yes
  Trauma Bracers
  Wondrous Item
  Yes
  Tumblers Shoes
  Wondrous Item
  No
  Tyrant Weapon
  Weapon
  No
  Unfettered Thieves’ Tools
  Wondrous Item
  No
  Item
  Type
  Attune?
  Vampiric Weapon
  Weapon
  Yes
  Vision Sand
  Consumable
  No
  War Ring
  Ring
  Yes
  Warlock Bracers
  Wondrous Item
  Yes
  Warsheath Armor
  Armor
  Yes
  Watchful Ruby Eye
  Wondrous Item
  No
  Waterbane Weapon
  Weapon
  No
  Whetstone of Combustion
  Whetstone
  No
  Whetstone of Venom
  Whetstone
  No
  Wildleaf Armor
  Armor
  Yes
  Wyrmguard Shield
  Armor
  No
  Uncommon Items
  Item
  Type
  Attune?
  Acidic Weapon
  Weapon
  Yes
  Agile Armor
  Armor
  Yes
  Amulet of Mental Resolve
  Wondrous Item
  Yes
  Amulet of Physical Resolve
  Wondrous Item
  Yes
  Amulet of Resolution
  Wondrous Item
  No
  Arcanist’s Glasses
  Wondrous Item
  No
  Architect's Staff
  Staff
  Yes
  Armor of Cleansing
  Armor
  Yes
  Armor of Durability
  Armor
  Yes
  Armor of Exploits
  Armor
  Yes
  Armor of Sacrifice
  Armor
  No
  Battle Standard of Healing
  Battle Standard
  No
  Battle Standard of Honor
  Battle Standard
  No
  Battle Standard of Might
  Battle Standard
  No
  Battlecrazed Weapon
  Weapon
  Yes
  Battleforged Shield
  Armor
  No
  Belt of Resilience
  Wondrous Item
  No
  Belt of the Brawler
  Wondrous Item
  No
  Bestial Armor
  Armor
  Yes
  Black Dragon Bile
  Reagent
  No
  Bloodclaw Weapon
  Weapon
  No
  Bloodcurse Rod
  Rod
  Yes
  Bloodguard Shield
  Armor
  Yes
  Bloodthirst Bracers
  Wondrous Item
  Yes
  Boots of Adept Charging
  Wondrous Item
  Yes
  Boots of Equilibrium
  Wondrous Item
  No
  Boots of Free Movement
  Wondrous Item
  Yes
  Boots of Quickness
  Wondrous Item
  No
  Boots of Stealth
  Wondrous Item
  No
  100
  
  Item
  Type
  Attune?
  Bowl of Purity
  Wondrous Item
  No
  Bracers of Mental Might
  Wondrous Item
  No
  Bracers of Respite
  Wondrous Item
  Yes
  Breach Bracers
  Wondrous Item
  Yes
  Breaching Armor
  Armor
  Yes
  Breaching Gauntlets
  Wondrous Item
  Yes
  Bridle of Conjuration
  Wondrous Item
  No
  Bridle of Rapid Action
  Mount Item
  Yes
  Brightleaf
  Reagent
  No
  Brooch of No Regrets
  Wondrous Item
  No
  Brooch of Shielding
  Wondrous Item
  Yes
  Burning Gauntlets
  Wondrous Item
  Yes
  Casque of Tactics
  Wondrous Item
  Yes
  Chime of Awakening
  Wondrous Item
  No
  Circlet of Second Chances
  Wondrous Item
  Yes
  Cloak of the Chirurgeon
  Wondrous Item
  Yes
  Cold Iron Shield
  Armor
  Yes
  Collar of Recovery
  Wondrous Item
  Yes
  Communal Weapon
  Weapon
  No
  Companion’s Defender
  Companion Item
  Yes
  Counterstrike Guards
  Armor
  Yes
  Couters of Second Chances
  Wondrous Item
  Yes
  Creeping Gatevine
  Reagent
  No
  Crown of Doors
  Wondrous Item
  No
  Crown of Leaves
  Wondrous Item
  Yes
  Crystal Armor
  Armor
  Yes
  Cynic’s Goggles
  Wondrous Item
  Yes
  Dark Clover
  Reagent
  No
  Darkleaf Shield
  Armor
  No
  Deathstalker Weapon
  Weapon
  No
  Defensive Staff
  Staff
  Yes
  Defensive Weapon
  Weapon
  Yes
  Desert Rose
  Reagent
  No
  Direbeast Shield
  Armor
  Yes
  Distance Weapon
  Weapon
  No
  Dynamic Weapon
  Weapon
  No
  Earthroot Staff
  Staff
  Yes
  Elixir of Aptitude
  Potion
  No
  Enchanted Reins
  Wondrous Item
  No
  Eternal Chalk
  Wondrous Item
  No
  Feyleaf Sandals
  Wondrous Item
  No
  Feyleaf Vambraces
  Wondrous Item
  Yes
  Item
  Type
  Attune?
  Feyswarm Staff
  Staff
  Yes
  Fire Beetle Potion
  Potion
  No
  Flame Bracers
  Wondrous Item
  Yes
  Flame Rose
  Reagent
  No
  Flame Wand
  Wand
  Yes
  Flaying Gloves
  Wondrous Item
  Yes
  Flesh Seeker
  Weapon
  No
  Floating Shield
  Armor
  No
  Force Staff
  Staff
  Yes
  Friend’s Gift
  Companion Item
  Yes
  Frozen Armor
  Armor
  Yes
  Fundamental Ice
  Reagent
  No
  Gambler's Weapon
  Weapon
  No
  Gem of Colloquy
  Wondrous Item
  Yes
  Glassteel Shard
  Reagent
  No
  Gloaming Shroud
  Wondrous Item
  Yes
  Gloves of Agility
  Wondrous Item
  Yes
  Goblin Stompers
  Wondrous Item
  Yes
  Goggles of Aura Sight
  Wondrous Item
  Yes
  Grasping Weapon
  Weapon
  No
  Gravespawn Potion
  Potion
  No
  Headband of Perception
  Wondrous Item
  Yes
  Heartening Armor
  Armor
  Yes
  Hedge Wizard Gloves
  Wondrous Item
  No
  Hellfire Wand
  Wand
  Yes
  Helm of Opportunity
  Wondrous Item
  Yes
  Helm of the Stubborn Mind
  Wondrous Item
  No
  Holy Healer's Weapon
  Weapon
  Yes
  Horseshoes of Speed
  Mount Item
  Yes
  Hunter’s Flint
  Wondrous Item
  No
  Hunter’s Headband
  Wondrous Item
  No
  Immunizing Armor
  Armor
  No
  Impenetrable Barding
  Mount Item
  Yes
  Imposters Armor
  Armor
  No
  Inescapable Weapon
  Weapon
  Yes
  Inspiring Weapon
  Weapon
  No
  Instant Campsite
  Wondrous Item
  No
  Iron Armbands of Power
  Wondrous Item
  Yes
  Irrefutable Armor
  Armor
  Yes
  Jester Shoes
  Wondrous Item
  No
  Jousting Shield
  Armor
  No
  Knife Thrower Gloves
  Wondrous Item
  Yes
  101
  
  Item
  Type
  Attune?
  Lancing Gloves
  Wondrous
  Item
  No
  Lifegiving Armor
  Armor
  Yes
  Luckbender Gloves
  Wondrous
  Item
  Yes
  Lullaby Weapon
  Weapon
  No
  Mage's Weapon
  Weapon
  Yes
  Martyr's Armor
  Armor
  Yes
  Master's Wand of Cloud of
  Daggers
  Wand
  No
  Master's Wand of Dire Radiance
  Wand
  No
  Master's Wand of Eldritch Blast
  Wand
  No
  Master's Wand of Magic Missile
  Wand
  No
  Master's Wand of Ray of Frost
  Wand
  No
  Master's Wand of Scorching Bolts
  Wand
  No
  Medic's Weapon
  Weapon
  No
  Meliorating Armor
  Armor
  Yes
  Mercurial Rod
  Rod
  Yes
  Mind Dust
  Reagent
  No
  Mirrored Caparison
  Mount Item
  Yes
  Mithral Shield
  Armor
  No
  Mnemonic Staff
  Staff
  Yes
  Mountain Shield
  Armor
  No
  Muleback Harness
  Wondrous
  Item
  No
  Nail of Sealing
  Consumable
  No
  Oathblade
  Weapon
  Yes
  Opportunistic Weapon
  Weapon
  No
  Orb of Debilitating Languor
  Orb
  Yes
  Orb of Far Seeing
  Orb
  Yes
  Orb of Fickle Fate
  Orb
  Yes
  Orb of Harmonic Agony
  Orb
  Yes
  Orb of Impenetrable Escape
  Orb
  Yes
  Orb of Insurmountable Force
  Orb
  Yes
  Orb of Judicious Conjuration
  Orb
  Yes
  Orb of Sweet Sanctuary
  Orb
  Yes
  Orb of Ultimate Imposition
  Orb
  Yes
  Orb of Unlucky Exchanges
  Orb
  Yes
  Paired Weapon
  Weapon
  No
  Parry Gauntlets
  Wondrous
  Item
  Yes
  Parrying Weapon
  Weapon
  Yes
  Pelaurum Armor
  Armor
  Yes
  Pinning Weapon
  Weapon
  Yes
  Item
  Type
  Attune?
  Point Blank Weapon
  Weapon
  Yes
  Poisoned Weapon
  Weapon
  Yes
  Potion of Clarity
  Potion
  No
  Potion of Spirit
  Potion
  No
  Premonition Ring
  Ring
  Yes
  Prime Shot Weapon
  Weapon
  No
  Quick Weapon
  Weapon
  Yes
  Quickcurse Rod
  Rod
  Yes
  Quickhit Bracers
  Wondrous Item
  Yes
  Razor Shield
  Armor
  No
  Reading Spectacles
  Wondrous Item
  Yes
  Reckless Weapon
  Weapon
  No
  Reinforcing Armor
  Armor
  Yes
  Rendering Weapon
  Weapon
  No
  Reproachful Weapon
  Weapon
  Yes
  Repulsion Armor
  Armor
  Yes
  Restful Bedroll
  Wondrous Item
  No
  Ring of Adaptation
  Ring
  Yes
  Ring of Aquatic Ability
  Ring
  Yes
  Ring of Arcane Information
  Ring
  Yes
  Ring of Fireblazing
  Ring
  Yes
  Ring of Perfect Grip
  Ring
  Yes
  Ring of Shadow Guard
  Ring
  Yes
  Robe of Contingency
  Wondrous Item
  Yes
  Robe of Quills
  Wondrous Item
  Yes
  Robe of Scintillation
  Wondrous Item
  Yes
  Rod of Blasting
  Rod
  Yes
  Rod of Cursed Honor
  Rod
  Yes
  Rod of Malign Conveyance
  Rod
  Yes
  Rod of the Dragonborn
  Rod
  Yes
  Rod of the Shadow Walker
  Rod
  Yes
  Sacrificial Weapon
  Weapon
  Yes
  Saddle of Strength
  Mount Item
  Yes
  Salubrious Armor
  Wondrous Item
  Yes
  Sandals of Precise Stepping
  Wondrous Item
  Yes
  Scalebane Weapon
  Weapon
  No
  Screaming Armor
  Armor
  Yes
  Serpentskin Armor
  Armor
  Yes
  Shared Suffering Armor
  Armor
  Yes
  Shield of Eyes
  Armor
  Yes
  Shield of the Guardian
  Armor
  Yes
  Shimmering Armor
  Wondrous Item
  Yes
  102
  
  Item
  Type
  Attune?
  Shimmerlight Shield
  Armor
  Yes
  Shroud of Protection
  Wondrous Item
  No
  Sigil of Companionship
  Companion Item
  Yes
  Silent Tools
  Wondrous Item
  No
  Skewering Weapon
  Weapon
  Yes
  Skull Bracer
  Wondrous Item
  Yes
  Skybound Armor
  Armor
  No
  Slick Armor
  Armor
  No
  Staff of Light
  Staff
  Yes
  Staff of Missile Mastery
  Staff
  Yes
  Staff of Ruin
  Staff
  Yes
  Staff of Spectral Hands
  Staff
  Yes
  Staff of Ultimate Defense
  Staff
  Yes
  Staff of Unparalleled Vision
  Staff
  Yes
  Staggering Weapon
  Weapon
  No
  Stalwart Belt
  Wondrous Item
  Yes
  Stoneborn Armor
  Armor
  Yes
  Stonemeal Biscuit
  Consumable
  No
  Stoneskin Robes
  Wondrous Item
  Yes
  Strongheart Weapon
  Weapon
  No
  Subtle Weapon
  Weapon
  Yes
  Summoned Armor
  Armor
  No
  Surefoot Boots
  Wondrous Item
  Yes
  Swiftshot Weapon
  Weapon
  No
  Symbol of Astral Might
  Holy Symbol
  Yes
  Symbol of Confrontation
  Holy Symbol
  Yes
  Symbol of Dire Fate
  Holy Symbol
  Yes
  Symbol of Divine Reach
  Holy Symbol
  Yes
  Symbol of Good Fortune
  Holy Symbol
  Yes
  Symbol of Mortality
  Holy Symbol
  Yes
  Symbol of Reproach
  Holy Symbol
  Yes
  Symbol of Resilience
  Holy Symbol
  Yes
  Symbol of Vengeance
  Holy Symbol
  Yes
  Tactician's Armor
  Armor
  Yes
  Terror Ichor
  Reagent
  No
  Thieving Weapon
  Weapon
  Yes
  Throwing Shield
  Armor
  Yes
  Thunder Wand
  Wand
  No
  Utility Staff
  Staff
  Yes
  Vanguard Weapon
  Weapon
  Yes
  Item
  Type
  Attune?
  Vengeful Weapon
  Weapon
  Yes
  Versatile Armor
  Armor
  Yes
  Verve Armor
  Armor
  Yes
  Veteran's Armor
  Armor
  Yes
  Vicious Rod
  Rod
  Yes
  Viper Belt
  Wondrous Item
  Yes
  Wand of Cold
  Wand
  Yes
  Whiteflame Armor
  Armor
  Yes
  Wounding Weapon
  Weapon
  Yes
  Wrestlers Gloves
  Wondrous Item
  No
  Credits
  Created using The Homebrewery.
  All original 4th edition content, as well as 5th edition, is
  owned by Wizards of the Coast.
  5th edition conversion is done by u/MrBakudan
  The Lost Vaults 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
  Art from the 4th edition Adventurers Vault is made by Drew
  Baker, Ryan Barger, Ed Cox, Thomas Denmark, Wayne
  England, Jason A. Engle, Randy Gallegos, David Griffith,
  Howard Lyon, Lee Moyer, William O’Connor, Darrell Riche,
  Marc Sasso, Chris Seaman, Anne Stokes, Franz Vohwinkel,
  and James Zhang
  Special thanks to...
  u/MrVauxs
  for help with clarification on Alchemy
  items
  u/Rico_blaadjes
  for pointing out formatting issues
  u/Kain_Bridge
  for syntax help and item feedback
  u/hunter_of_necros for an insane amount of syntax help
  and google doc suggestion, and many
  item adjustments
  u/Kenley
  for magic table suggestion
  u/robotiCapra
  for table of contents suggestion
  Luke DeLong
  for item corrections and suggestions
  r/DnD and
  r/DnDHomebrew
  for help with ideas, suggestions, and
  encouragement!
  103
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/The Lost Vaults.pdf