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  Table of Contents 
  Weapons .......................................................................... 3 
  Anaidni’s Whip.................................................................... 3 
  Forget-me-not ..................................................................... 3 
  Hole Puncher ....................................................................... 3 
  The Lumberer ..................................................................... 3 
  The Machete ......................................................................... 3 
  Mjoln Hammer .................................................................... 3 
  Peeking Bow ........................................................................ 3 
  The Punctuator ................................................................... 3 
  The Yielder ........................................................................... 3 
  Armor ................................................................................ 4 
  Basic Leather ....................................................................... 4 
  Grounded Chain Mail ....................................................... 4 
  Muffling Scale Mail ............................................................ 4 
  Reflecting Plate ................................................................... 4 
  Scorched Leather ............................................................... 4 
  Shield of Tall Tales ............................................................ 4 
  Stable Half Plate ................................................................. 5 
  Still Living Hide .................................................................. 5 
  Sweltering Scale ................................................................. 5 
  Wondrous Items ........................................................... 5 
  Bag of Colding ..................................................................... 5 
  Feather Cloak....................................................................... 5 
  Fork of Alu Kanit ................................................................ 6 
  Lion Pelt ................................................................................. 6 
  Quill of the Grammaticus ............................................... 6 
  The Talking Skull ............................................................... 6 
  Umbrella Magica ................................................................ 6 
   
   
   
   
   
   
   
   
   
   
   
  About 
  This document contains 25 uncommon items for 5th 
  edition. Some of them have been inspired by great 
  shows like The Adventure Zone: 
  http://www.maximumfun.org/shows/adventure-
  zone 
  and Critical Role: 
  http://geekandsundry.com/shows/critical-role/ 
  To give generic +1 weapons and armor some more 
  flavor they have been given a set of small utility 
  effects that can be used once per day. 
  If you like these items, please consider rating, leaving 
  a comment or reviewing. If you have any questions, 
  suggestions, errata’s, or improvements feel free to 
  comment or contact me. 
  [@friislippert on twitter] 
  Art 
  Illustrations 
  All illustrations are from the British Library’s online 
  collection.  
  Background 
  The background textures were created by mixing a 
  texture by kjpargeter [Freepik.com] with a texture by 
  Freepik.com 
   
  Credits 
  Text and layout  
  Michael Lippert 
  Playtest  
  Christian Østergaard Jensen, Morten Jensen, 
  Sebastian Oakley, Uli Weltersbach, Søren Bjørn-
  Fallesen, Emil Okkels Klein and LP Christiansen. 
   
  Copyright 
  
   
    
   – 3 –  
  Weapons  
  Anaidni’s Whip 
  Weapon (whip), uncommon 
  This big brown bull whip looks well used. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic whip.  
  When you make an athletics or acrobatics check to 
  climb or jump you may gain advantage on the roll by 
  using the whip to grab on to something. Once used, 
  this ability can’t be used again until the next dawn. 
  Forget-me-not 
  Weapon (maul), uncommon 
  A blue flower is engraved on the head of this heavy 
  iron maul. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic maul.  
  After you hit with the maul you can forego damage 
  and instead make the target forget the last 5 minutes. 
  Wisdom save DC 13 negates. Once used, this ability 
  can’t be used again until the next dawn. 
  Hole Puncher 
  Weapon (war pick), uncommon 
  The head of this pick is always pitch black. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic war pick.  
  As an action you can create a 1 inch diameter hole, 1 
  foot deep, in any surface, with a single strike. Once 
  used, this ability can’t be used again until the next 
  dawn. 
   
   
   
  The Lumberer 
  Weapon (greataxe), uncommon 
  This large woodsman’s axe smells of fresh sap. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic greataxe.  
  As an action you can chop down a tree with a single 
  strike. Once used, this ability can’t be used again until 
  the next dawn. 
  The Machete 
  Weapon (Scimitar), uncommon 
  When drawn, The Machete makes the sound of weeds 
  being cut.  
  You gain a +1 bonus to attack and damage rolls made 
  with this magic scimitar.  
  As an action you can chop down all undergrowth, 
  bushes, crops or fences in a 60 foot radius with a 
  single strike. Once used, this ability can’t be used 
  again until the next dawn. 
   
   
   
  Mjoln Hammer 
  Weapon (light hammer), uncommon 
  This hammer seems to be too heavy for its size. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic light hammer.  
  As an action you can strike the hammer on a hard 
  surface or creature. This creates a thunderous roar 
  that can be heard 1d4 miles away. Once used, this 
  ability can’t be used again until the next dawn. 
  Peeking Bow 
  Weapon (longbow), uncommon 
  All manner of possible and impossible eyes have been 
  etched into the wood of this longbow. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic longbow.  
  As an action you can close your eyes and shoot an 
  arrow, and see through the tip of the arrow as it flies. 
  Once used, this ability can’t be used again until the 
  next dawn. 
  The Punctuator 
  Weapon (rapier), uncommon 
  When drawn a drawn-out whistling can be heard. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic rapier.  
  After you hit with the rapier you can make the target 
  unable to speak for one round. Constitution save DC 
  13 negates. Once used, this ability can’t be used again 
  until the next dawn. 
   
   
   
  The Yielder 
  Weapon (sickle), uncommon 
  This iron sickle smells of honey and ripe fruit. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic sickle.  
  As an action you can harvest all fruit, crops or food 
  from trees, bushes, a field or a larder in a 60 foot 
  radius with a single sweep. Once used, this ability 
  can’t be used again until the next dawn. 
   
   
   
   
  
   
    
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  Armor  
  Basic Leather 
  Armor (Leather), uncommon 
  This worn leather armor smells slightly of ammonia. 
  While wearing this leather armor, you have a +1 
  bonus to AC. This bonus is in addition to the armor’s 
  normal bonus to AC. 
  When you take acid damage you can use your 
  reaction to gain resistance to acid damage until the 
  end of your next turn. Once used, this ability Can’t be 
  used again until the next dawn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Grounded Chain Mail 
  Armor (Chain Mail), uncommon 
  Long straps flow from the bottom of this chainmail 
  down to the ground. 
  While wearing this chain mail armor, you have a +1 
  bonus to AC. This bonus is in addition to the armor’s 
  normal bonus to AC. 
  When you take lightning damage you can use your 
  reaction to gain resistance to lightning damage until 
  the end of your next turn. Once used, this ability Can’t 
  be used again until the next dawn. 
  Muffling Scale Mail 
  Armor (Scale Mail), uncommon 
  This scale mail seems to absorb sound. 
  While wearing this scale mail armor, you have a +1 
  bonus to AC. This bonus is in addition to the armor’s 
  normal bonus to AC. 
  When you take thunder damage you can use your 
  reaction to gain resistance to thunder damage until 
  the end of your next turn. Once used, this ability Can’t 
  be used again until the next dawn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Reflecting Plate 
  Armor (Plate), uncommon 
  Seemingly always polished to perfection, this plate 
  armor is almost usable as a mirror. 
  While wearing this Plate armor, you have a +1 bonus 
  to AC. This bonus is in addition to the armor’s normal 
  bonus to AC. 
  When you take radiant damage you can use your 
  reaction to gain resistance to radiant damage until 
  the end of your next turn. Once used, this ability Can’t 
  be used again until the next dawn. 
  Scorched Leather 
  Armor (Studded Leather), uncommon 
  This burnt studded leather armor smells of ash and 
  burnt hide.  
  While wearing this studded leather armor, you have a 
  +1 bonus to AC. This bonus is in addition to the 
  armor’s normal bonus to AC. 
  When you take fire damage you can use your reaction 
  to gain resistance to fire damage until the end of your 
  next turn. Once used, this ability Can’t be used again 
  until the next dawn. 
  Shield of Tall Tales 
  Armor (Shield), uncommon (requires attunement) 
  On the front of this magic shield an unarmed halfling 
  bravely fighting three displacer beasts is depicted. 
  Each day at dawn you can tell the shield a story of 
  how you fought a specific monster. To make the 
  shield believe your story you must succeed at a 
  Charisma (Persuasion) check DC 11 if the story is true 
  or a Charisma (Deception) check DC 15 if the story 
  was made up. If you succeed your story gets 
  emblazoned on the shield, and you gain +2 to AC and 
  advantage on Dexterity saves against attacks and 
  abilities from that specific kind of monster, in 
  addition to the shield’s normal AC bonus, until the 
  next dawn.  
   
   
  
   
    
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  Stable Half Plate 
  Armor (Half Plate), uncommon 
  While wearing this half plate armor, you have a +1 
  bonus to AC. This bonus is in addition to the armor’s 
  normal bonus to AC. 
  When you take force damage you can use your 
  reaction to gain resistance to force damage until the 
  end of your next turn. Once used, this ability Can’t be 
  used again until the next dawn. 
   
   
   
   
   
   
   
   
   
   
   
  Still Living Hide 
  Armor (Hide), uncommon 
  This stitched together beige armor is always warm to 
  the touch. 
  While wearing this hide armor, you have a +1 bonus 
  to AC. This bonus is in addition to the armor’s normal 
  bonus to AC. 
  When you take necrotic damage you can use your 
  reaction to gain resistance to necrotic damage until 
  the end of your next turn. Once used, this ability Can’t 
  be used again until the next dawn. 
  Sweltering Scale 
  Armor (Scale mail), uncommon 
  Once donned this scale mail feels sweaty hot. 
  While wearing this scale mail armor, you have a +1 
  bonus to AC. This bonus is in addition to the armor’s 
  normal bonus to AC. 
  When you take cold damage you can use your 
  reaction to gain resistance to cold damage until the 
  end of your next turn. Once used, this ability Can’t be 
  used again until the next dawn. 
   
   
   
   
   
   
   
  Wondrous Items  
  Bag of Colding 
  Wondrous item, uncommon 
  This bag has an interior space considerably larger 
  than its outside dimensions, roughly 2 feet in 
  diameter at the mouth and 4 feet deep. The bag can 
  hold up to 500 pounds, not exceeding a volume of 64 
  cubic feet. The bag weighs 15 pounds, regardless of 
  its contents. Retrieving an item from the bag requires 
  an action. Items stored in the bag are stored at 23° 
  Fahrenheit (-5 ° Celsius).  
  If the bag is overloaded, pierced, or torn, it ruptures 
  and is destroyed, and its contents are scattered in the 
  Plane of Ice. If the bag is turned inside out, its 
  contents spill forth, unharmed, but the bag must be 
  put right before it can be used again. Breathing 
  creatures inside the bag can survive up to a number 
  of minutes equal to 10 divided by the number of 
  creatures (minimum 1 minute), after which time they 
  begin to suffocate and freeze.  
  Placing a bag of colding inside an extradimensional 
  space created by a Heward’s handy haversack, 
  portable hole, bag of holding or similar item instantly 
  destroys both items and opens a gate to the Plane of 
  Ice. The gate originates where the one item was 
  placed inside the other. Any creature within 10 feet of 
  the gate is sucked through it to a random location on 
  the Plane of Ice. The gate then closes. The gate is one-
  way only and can’t be reopened. 
  Feather Cloak 
  Wondrous item, uncommon 
  This brown feathered cloak has a hood with a 
  crooked grey beak. 
  When you wear this cloak you can use your action to 
  pull up the hood and magically assume the shape of a 
  hawk. You stay in this shape for 5 minutes.  
  Your game statistics are replaced by the statistics of 
  the hawk, but you retain your alignment, personality, 
  and Intelligence, Wisdom, and Charisma scores. You 
  also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the 
  creature. If the creature has the same proficiency as 
  you and the bonus in its stat block is higher than 
  yours, use the creature's bonus instead of yours. 
  When you transform, you assume the beast's hit 
  points and Hit Dice. When you revert to your normal 
  form, you return to the number of hit points you had 
  before you transformed.  
  You can't cast spells and transforming breaks your 
  concentration on any spell you've already cast. 
  You retain the benefit of any features from your class, 
  race, or other source and can use them if the hawk 
  form is physically capable of doing so. However, you 
  
   
    
   – 6 –  
  can't use any of your special senses, such as 
  darkvision. 
  Your equipment merges into your new form. 
  Equipment that merges with the form has no effect 
  until you leave the form. 
  Once used, this ability cannot be used until the next 
  dawn. 
  Fork of Alu Kanit 
  Wondrous item, uncommon 
  As a bonus action you may tap this fork on any object 
  that is not being worn or carried, and eat it. You can 
  eat any object, regardless of the material or size of the 
  object, as long as its weight does not exceed a number 
  of pounds equal to your level.  
  Once used, this ability can’t be used again until the 
  next dawn. At the next dawn you must make a 
  constitution saving throw DC 13. If you are successful, 
  the object you ate magically reappears. If not, the 
  object is forever lost. 
  Lion Pelt 
  Wondrous item, uncommon 
  Worn like a cloak, this massive lion pelt is an 
  impressive boast to wear.  
  You gain a +1 bonus to saving throws while you wear 
  this pelt. You also have advantage on all Wisdom 
  (Animal Handling) checks made to command or 
  intimidate animals. 
  Quill of the Grammaticus 
  Wondrous item, uncommon 
  This large raven feather seems to move with a will of 
  its own, as soon as it comes near paper. 
  When you cast a spell you may change a single letter 
  in the name of the spell. You suggest a new spell 
  effect, reflecting the new name, and the new effect is 
  governed by the GM. The new effect should reflect the 
  level of the spell. Once used, this ability cannot be 
  used until the next dawn. 
   
   
   
   
   
  The Talking Skull 
  Wondrous item, uncommon 
  In spite of its lack of eyeballs, this old yellowed skull 
  seems to be constantly eyeing you. 
  As an action you can animate this old skull, lighting 
  up its eyes with a pale blue light. Once animated it 
  must speak with you and answer any questions to the 
  best of its ability.  
  The skull is well versed in most topics, and may be 
  able to give useful advice and insights, at the GMs 
  discretion.  
  The skull also has limited insights into the near 
  future. This ability effectively works like casting the 
  augury spell, except that the skull delivers the omen 
  of the spell and can only be used once per activation. 
  Each time you animate the skull roll on the table 
  below to see its current mood. It stays animated for 
  10 minutes, and will keep talking even if you have no 
  further questions.  
  Once used, this ability can’t be used again until the 
  next dawn. 
  d6 
  Mood 
  1 
  Wrathful 
  2 
  Sullen 
  3 
  Suspicious 
  4 
  Chatty  
  5 
  Pleasing 
  6 
  Overjoyed 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Umbrella Magica 
  Wondrous item, uncommon 
  This worn black umbrella is surprisingly sturdy. 
  While holding this umbrella, you gain a +1 bonus to 
  spell attack rolls. In addition, as a reaction, you may 
  unfold the umbrella to cast the spell feather fall on 
  yourself. Once used, this ability can’t be used again 
  until the next dawn.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/25 Magic Items.pdf