Table of Contents

Magic Items

Magic items are gleaned from the hordes of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.

Rarity

Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a potion of healing, are the most plentiful. Some legendary items, such as the Apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost because of wars, cataclysms, and mishaps. Even uncommon items can’t be easily created. Thus, many magic items are well-preserved antiquities.

Rarity provides a rough measure of an item’s power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn’t typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn’t get in the way of your campaign’s story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event.

If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table. The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.

Magic Item Rarity Table

RarityCharacter LevelValue
Common1st or higher50gp to 100gp
Uncommon1st or higher101gp to 500gp
Rare5th or higher501gp to 5,000gp
Very Rare11th or higher5,001gp to 50,000gp
Legendary17th or higher50,000gp+

These listed prices and approximate availability are dependent on the Campaign itself.  There is also the possibility of growth magical items that change as specific conditions are met.

Attunement

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class’s spell list.)

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise.

For example:

A magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

An item can be attuned to only one creature at a time and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item.

For example:

A creature cannot attune to more than one ring of protection at a time.

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused the item unless the item is cursed.

Cursed Items

Some magic items bear curses that bedevil their users sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most methods of identifying items, including the identify spell, fail to reveal such a curse, although ore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed.

Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.

There might also be different special circumstances on how a specific cursed item can be removed.  It might require a quest, bath it in the blood of a beast, or any other story related set of actions to end the connection to that cursed item.

Magic Item Categories

Each magic item belongs to a category: armor, potions, rings, rods, scrolls, staffs, wands, weapons, or wonderous items.

Armor

Unless an armor’s description says otherwise, armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as chain mail or plate.

Potions

Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object. Most potions consist of one ounce of liquid.

Potions are consumable magic items. Drinking a potion or administering a potion to another character requires an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up.

Mixing Potions

A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Potion Miscibility Table

D100Results
01The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer.
02 to 08The mixture becomes an ingested poison of the DM’s choice
09 to 15Both potions lose their effects.
16 to 25One potion loses its effect.
26 to 35Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can’t be halved in this way.
36 to 90Both potions work normally.
91 to 99The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.
00Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun.

For example:A potion of healing might increase the drinker’s hit point maximum by 4, or oil of etherealness might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect.

Rings

Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring’s description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring’s magic to function.

Rods

A scepter or just a heavy cylinder, a magic rod is typically made of metal, wood, or bone. It’s about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds.

Scrolls

Most scrolls are spells stored in written form, while a few bears unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood. A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words fade, or it crumbles into dust.

Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it. Scrolls are the most sought-after item for Wizards to allow them to copy that spell into their spell book and expand out their repertoire.  Note that by copying a spell from a scroll to a spell book, that scroll is destroyed in the process.

Scroll Mishaps

A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.

Scroll Mishaps Table

D6Results
1A surge of magical energy deals the caster 1d6 force damage per level of the spell.
2The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.
3The spell affects a random location within the spell’s range.
4The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.
5The caster suffers a minor but bizarre effect related to the spell. Such effects last only if the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example:A fireball might cause smoke to billow from the caster’s ears for 1d10 minutes.
6The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.

Staffs

A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds.

Unless a staff’s description says otherwise, a staff can be used as a quarterstaff.

Wands

A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.

Weapons

Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers.

Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or longbow.

Wondrous Items

Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catch- all category.

Wearing and Wielding Items

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.

Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust.

For example:

Armor made by the drow might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped characters.

When a non-humanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.

Multiple Items of the Same Kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks.

Paired Items

Items that come in pairs – such as boots, bracers, gauntlets, and gloves – impart their benefits only if both items of the pair are worn.

For example:

A character wearing a boot of striding and springing on one foot and a boot of elven kind on the other foot gains no benefit from either item.

Activating An Item

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules for their activation.

If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the silence spell.

Consumables

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells

Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

A magic item, such as certain staffs, may require you to use your own spell casting ability when you cast a spell from the item. If you have more than one spell casting ability, you choose which one to use with the item. If you don’t have a spell casting ability-perhaps you’re a rogue with the Use Magic Device feature – your spell casting ability modifier is +0 for the item, and your proficiency bonus does apply.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Magic Item Resilience

Most magic items are objects of extraordinary artisanship. Thanks to a combination of careful crafting and magical reinforcement, a magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extraordinary measures to destroy.

Homebrew Magic Items

The following magic items are all ones that can be found in the game, many have already been found, but do exist somewhere.  All these items can also be found in D&D Beyond so any of them can be easily added to the character sheets in D&D Beyond if ever needed.

Amulet of the Monotone Voice

Wonderous Item, Common (requires attunement)

There are many instances where a person is unable to speak, from physical damage, lack of proper vocal cords, or any other reasons.  This amulet will allow the wearer to speak what is on their mind.  The sound of the voice will very clearly emanate from the wearer’s mouth even if they never open it up.  The voice will be in a medium normal speaking volume in a generic genderless voice that is only able to deliver their worded content in a strict monotone.  No matter high excited, angry, or any other emotion that the wearer might be feeling or displaying physically, the voice will never vary in loudness, tone, and delivery.

While wearing this amulet the wearer has an advantage on all roll’s verses Insight checks, or any magic that would cause the user to tell the truth.  In fact, even under a Zone of Truth the user has a 50% chance of being able to tell a lie anyway.

This magic item must be attuned to for it to function for the wearer.

Amulet of Veracity

Wondrous Item, uncommon (requires attunement)

There are many instances where a person is unable to speak, from physical damage, lack of proper vocal cords, or any other reasons.  This amulet will allow the wearer to speak what is on their mind.  The sound of the voice will very clearly emanate from the wearer’s mouth even if they never open it up.  The voice will be in a medium normal speaking volume in a generic genderless voice that is only able to deliver their worded content in a strict monotone.  No matter high excited, angry, or any other emotion that the wearer might be feeling or displaying physically, the voice will never vary in loudness, tone, and delivery.

Though the user has spoken with vigor and emotion none of that has been able to be expressed in their voice.  This emotion has evolved the amulet such that they are now able to compel those around them to speak the truth.  Once per long rest, the owner can cast the Zone of Truth spell.

While wearing this amulet the wearer has an advantage on all rolls verses Insight checks, or any magic that would cause the user to tell the truth.  In fact, even under a Zone of Truth the user has a 50% chance of being able to tell a lie anyway.

This magic item must be attuned to for it to function for the wearer.

Arcane Alchemist’s Satchel

Wondrous Item, Rare (requires attunement by a spellcaster)

This sturdy leather satchel is intricately embroidered with arcane symbols and runes. Inside, it contains compartments and pockets designed to hold various alchemical components and tools securely. The satchel is magically enchanted to protect its contents and enhance the alchemist’s abilities.

Component Storage: The satchel can hold up to 20 pounds of alchemical components and tools without increasing its weight. The components inside are kept fresh and intact, regardless of external conditions.

Enhanced Alchemy: While attuned to the Arcane Alchemist’s Satchel, you have advantage on Intelligence (Arcana) checks and Dexterity checks using alchemist’s supplies.

Quick Access: As a bonus action, you can retrieve any item stored in the satchel without needing to spend an action searching for it.

Alchemical Resonance: The satchel contains several rare alchemical components, including powdered silver, dragon’s blood resin, and essence of ether. Once per day, you can use the satchel to create one of the following items without needing the usual components:

  • Alchemist’s Fire
  • Acid
  • Antitoxin
  • Healing Potion (Common)

Only one of these items can exist at a time. If you create a new item the next day, the previous item disappears.

Attunement: To attune to the Arcane Alchemist’s Satchel, you must spend a short rest studying the symbols and runes embroidered on it and place at least one alchemical component inside.

Weight: 5 lbs. (regardless of contents)

Artisan’s Glasses

Wondrous item, uncommon (requires attunement)

These finely crafted spectacles come with lightweight frames and magically enhanced lenses. Designed for the meticulous observer, the glasses reveal the finer details of objects, art, and mechanisms that would otherwise go unnoticed.

Enhanced Investigation: While wearing these glasses, the user gains a +2 bonus to Intelligence (Investigation) checks that involve appraising, inspecting, or finding details in objects, artworks, and mechanisms.

Detail Discovery: Once per day, the wearer can use the glasses to gain advantage on a single Investigation check. This feature resets at dawn.

Bag of Colding

Wondrous Item, rare (requires attunement)

The Bag of Colding appears to be a common cloth sack about 2 feet in diameter at the mouth and 4 feet deep. However, its interior is an extradimensional space with the chilling properties of the coldest winter peaks. The bag does not obey the laws of physics in the material world, and its capacity and temperature are magical.

Capacity: 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.

Freezing Atmosphere: Anything placed within the bag is instantly frozen, preserved as if subjected to a gentle repose spell but with the added effect of freezing. The temperature inside the bag maintains a constant -10°F, ensuring that perishable items remain frozen and preserved indefinitely as long as they remain inside.

Retrieval: Retrieving an item from the bag requires an action. When an item is retrieved, it remains frozen solid for 1 minute before gradually returning to its natural state over the next 10 minutes, unless kept in a cold environment.

Breathable: Living creatures can survive inside the bag for up to 10 minutes due to a small, constantly renewing pocket of air. However, the freezing temperatures impose 1d6 cold damage per minute to any creature within.

Overloading: If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane.

Asphyxiation: Placing a creature inside the bag does not preserve its life (beyond the breathable air limit), and creatures not immune to cold damage suffer as mentioned above.

Bag of Expanding Horizons

Wondrous Item, very rare (requires attunement)

The Bag of Expanding Horizons is an extraordinary creation, resembling a simple, yet elegantly crafted leather sack. Its mouth opens to a diameter of 2.5 feet, and while it appears no deeper than a standard sack, its interior reveals an extradimensional space of staggering proportions.

Enhanced Capacity: The bag can hold up to 1,000 pounds, not exceeding a volume of 150 cubic feet. Despite its capacity, the bag maintains a constant weight of 25 pounds, regardless of its contents.

Spatial Adaptation: The interior of the Bag of Expanding Horizons adapts to the shape and size of its contents, ensuring that items are stored efficiently and can be accessed with ease. This spatial adaptation also prevents damage to delicate items stored within.

Retrieval Convenience: Retrieving any item from this bag requires only an action, regardless of how deep within the bag the item is stored. An attuned user can simply think of the item they wish to retrieve, and it will appear at the top of the bag’s contents, ready to be drawn out.

Dimensional Stability: Unlike other extradimensional spaces, the Bag of Expanding Horizons is uniquely stable. It can be placed within another extradimensional space, such as a Portable Hole or another Bag of Holding, without adverse effects. However, placing another extradimensional space within it still risks causing both to be destroyed and their contents lost to the void.

Overloading Protection: If the bag is overloaded, it does not rupture. Instead, it refuses to accept more items until its load is reduced. This safety feature ensures the bag’s integrity and prevents accidental loss of items.

Astral Projection: Once per day, as an action, an attuned user can cause the bag to open a temporary portal to the Astral Plane large enough to step through, lasting just long enough for the user and up to five other medium or smaller creatures to step through. The portal then closes, and the ability cannot be used again until the next dawn.

Band of the Faithful

Wondrous item, common (requires attunement by a Divine Champion)

The Band of the Faithful is a simple yet elegantly crafted silver ring, inscribed with the symbol of the attuning Divine Champion’s deity. Despite its unassuming appearance, the band is a source of comfort and a subtle reminder of the divine presence guiding the champion’s path.

Magic Item: The Band of the Faithful carries a modest enchantment that reinforces the spiritual bond between the Divine Champion and their deity, offering passive benefits aligned with their divine mission.

Blessed Assurance: While wearing the Band of the Faithful, the Divine Champion gains a +1 bonus to Wisdom (Religion) checks. This represents a constant, divine insight into their faith’s teachings and rituals, strengthening their understanding and connection to their deity.

Guiding Light: The Band of the Faithful subtly glows with a soft light in the presence of darkness, providing enough illumination to read by. This light is not bright enough to reveal the wearer’s location to enemies, but it symbolizes the guiding light of their deity, leading them through darkness both literal and metaphorical.

Steadfast Resolve: The Divine Champion has advantage on saving throws against being frightened. This passive effect embodies the deity’s protection, granting the champion an inner strength and resolve in the face of terrorizing foes and daunting challenges.

Blight Oil

Oil, common

Crafted by: Blight Seed x5 (Alchemist)

This bottle contains enough oil to cover up to 10 square feet of surface area. Once this oil is rubbed into the surface of vegetation, it will soak half a foot into it. Vegetation soaked in this oil becomes as soft and malleable as wet clay and retains any physical manipulation done to it.

The oil dries after 10 minutes, causing the vegetation it was rubbed on to become solid again.

Book of Notes

Wonderous Item, Rare (requires attunement)

This old ratty notebook does not look like much, but it is in fact a magical item that will allow two people to share words and drawings daily.  Each user may send up to 25 words in a message or a single uncomplicated drawing.  A full map of something is considered too much to send.

The words are only legible between the two books and the attuned owners.  To anyone else reading the book it looks like badly written love poems in the handwriting of the attuned owner. Once the words have been read, they fade away as if nothing had been written.  Any type of ink can be used to write within the book and does not impact the contents of the writing.

Bracer of Elemental Demise

Wonderous Item, Common (requires attunement)

Created by a loving Djinni mother for her half-breed son.  Knowing that she would not be able to remain in this world and to protect him, she created a magical item to help him survive in the rough world.

When the wearer is reduced to zero hit points their body disintegrates into a warm breeze, leaving behind only equipment they were wearing or carrying.  They reappear a random distance away and in a random direction from where they were reduced to zero hit points.  They are transported a distance equal to 2d6 x 10 in feet.  When they reappear, they are at one hit point and have nothing on them except this bracer.

This function can be used only once per long rest.

Broken Sword of Possibilities

Weapon (dagger), rare (requires attunement)

Originally the dagger of a soldier named Benny.  After a disastrous battle with Benny bravely defending all his friends and fellow soldiers, Benny was the last survivor to face the enemy.  He swore that no more of his friends would die, and he dove into the opposing group.  He was able to kill all the enemies but himself had endured numerous wounds, most of which were fatal.  The next day Benny and the rest of the military unit was found by those that had managed to flee the ambush.  There was Benny on top of all the dead bodies, slumped over with nothing but this broken dagger in his hands.

Once per long rest, the owner can freely cast Augury to see what fortunes await them in their endeavors.

After dipping into the future possibilities and attempting to determine fate and destiny, the dagger has absorbed that celestial energy of time and changed into something more than it had been before.  It’s attachment to its owner has grown changing him in ways seen and unseen.  The attuned owner has had their pupils replaced with stars and when any of the powers of the dagger are used, they light up with an unworldly glow. Once per ten-day the owner can cast the Divination.

This sword, while broken is still able to function as a normal dagger in combat and gives the user the capability to have advantage in the first strike in a combat if the user has been surprised. Once attuned the owner cannot unattune except through death.  If the item is stolen or taken away, it will eventually find its way back into the hands of the attuned owner.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Broken Sword of Weal and Woe

Weapon (dagger), Common (requires attunement)

Originally the dagger of a soldier named Benny.  After a disastrous battle with Benny bravely defending all is friends and fellow soldiers, Benny was the last survivor to face the enemy.  He swore that no more of his friends would die, and he dove into the opposing group.  He was able to kill all the enemies but himself had endured numerous wounds, most of which were fatal.  The next day Benny and the rest of the military unit was found by those that had managed to flee the ambush.  There was Benny on top of all the dead bodies, slumped over with nothing but this broken dagger in his hands.

Once per long rest, the owner can freely cast Augury to see what fortunes await them in their endeavors.  This dagger, while broken is still able to function as a normal dagger in combat and gives the user the capability to have advantage in the first strike in a combat if the user has been surprised.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Bullrush Brew

Potion, Uncommon

Bullrush Brew is a powerful potion designed for combatants who thrive on mobility and aggressive tactics. It is particularly favored by frontline fighters, skirmishers, and anyone who seeks to blend speed with striking power in battle.

The potion is contained in a robust, round-bottomed flask, symbolizing the force and momentum it imparts. The liquid inside is a dynamic, deep red color, swirling with streaks of gold that seem to mimic the rush of adrenaline and the burst of speed. When agitated, the potion appears to almost boil with energy.

Bullrush Brew is concocted from a mix of invigorating and strength-enhancing ingredients:

  • Charger’s Root: A root known for its properties of boosting physical energy and aggression.
  • Goldenrod Essence: An extract that stimulates the body’s natural adrenaline response, enhancing speed and strength.
  • Warrior’s Thistle: A thorny plant that imbues a sense of battle-readiness and resilience.
  • Stormhoof Powder: Ground hoof of a mythical creature known for its unstoppable charges, symbolizing the forceful advance in combat.

These components are combined in a carefully controlled alchemical process, imbued with enchantments to enhance their combat efficacy.

Upon drinking Bullrush Brew, the consumer gains ten temporary hit points, representing a buffer of added resilience in battle. For the next ten minutes, they gain the ability to use their Bonus action to Dash, significantly increasing their mobility on the battlefield. They can then get one free action to make a single melee weapon attack or to shove a creature after moving at least 10 feet in a straight line, they gain extra potency in their action:

  • Melee Attack Boost: If they choose to make a melee attack and hit, they gain a +5 bonus to the attack’s damage roll, symbolizing the added momentum and force behind their strike.
  • Enhanced Shove: If they choose to shove a creature and succeed, they can push the target up to 10 feet away from them, showcasing the potion’s ability to imbue the drinker with the power to forcefully reposition their foes.

The potion has a bold, intense flavor, with a hint of spiciness, evoking the rush of battle. Drinking it fills the consumer with a surge of energy and a sense of unstoppable force, making them feel primed for aggressive, dynamic combat maneuvers.

Canteen of Last Resort

Wondrous item, common

Crafted by: Ankheg Stomach x1 (Artificer)

This canteen resembles a gourd in the shape of an “8”, with the bottom sphere smaller than the top, and with two plugged openings on the top and bottom. When fertile soil is left in the top sphere, the canteen slowly extracts usable nutrients from it, which it filters into an edible slime in the bottom sphere.

The top sphere can hold up to three pounds of fertile soil, which if left for at least 16 hours, produces enough slime to provide the nutritional requirements of an average humanoid for a day. This slime has a repugnant taste and expires if not eaten within 24 hours.

Cataclysmic Might Elixir

Potion, Very Rare

Cataclysmic Might Elixir is an extremely potent and rare potion, crafted for those who seek to unleash unparalleled destructive power in combat. It’s a coveted elixir among the most formidable warriors, archers, and spellcasters, known for its ability to massively amplify the damage inflicted in any form of attack.

Encased in a vial that seems almost to vibrate with contained power, the potion itself is a dynamic, swirling mass of dark red and black, resembling a turbulent, otherworldly storm. Intermittent flashes of bright, fiery orange streak through the liquid, giving the impression of a contained cataclysm ready to be unleashed.

Cataclysmic Might Elixir is composed of an array of highly potent and rare ingredients:

  • Volcanic Hearthstone Dust: Powder ground from a stone found at the core of active volcanoes, embodying raw, explosive power.
  • Abyssal Shadow Extract: A substance extracted from the essence of abyssal shadows, amplifying the depth and impact of attacks.
  • Thunderbird Feather: A feather from the mythical thunderbird, believed to carry the force of thunder and lightning.
  • Eldritch Essence: A rare magical component that dramatically boosts the power of both physical and magical attacks.

The preparation of this elixir is an intricate process, conducted under strict conditions to harness and contain the immense energies of its ingredients.

Upon consumption of the Cataclysmic Might Elixir, the drinker feels an overwhelming surge of power. For the next hour, they gain an additional 2d10 damage to all attacks, irrespective of whether they are melee, ranged, or spell based. This extraordinary increase in damage potential allows the user to deal devastating blows to their adversaries, significantly enhancing their combat effectiveness.

Drinking the elixir is an intense experience. It has a robust, fiery flavor with a hint of underlying darkness, leaving the consumer with a sensation of immense power surging through their body. Each attack during the potion’s effect feels supercharged, as if backed by the unstoppable forces of nature and magic combined.

Chitin Breastplate Armor

Armor (breastplate), uncommon

Armor carefully crafted from the shell of an ankheg.  Due to its construction and material, it also gives you resistance to acid attacks while worn.  It is lighter but more bulky than regular breastplate armor. Due to the lightness the wearer has a maximum Dexterity modifier of three for this armor.

Chiton Half-Plate Armor

Armor (half plate), rare

Armor carefully crafted from the shell of an ankheg.  Due to its construction and material, it also gives you resistance to acid attacks while worn.  It is lighter but more bulky than regular half-plate armor. Due to the lightness the wearer has a maximum Dexterity modifier of three for this armor.

Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Chiton Plate Armor

Armor (plate), rare

Armor carefully crafted from the shell of an ankheg.  Due to its construction and material, it also gives you resistance to acid and poison attacks while worn.  It is lighter but more bulky than regular plate armor. Due to the lightness the wearer has a maximum Dexterity modifier of three for this armor.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Claugiyliamatar’s Sending Stones

Wondrous Item, unknown rarity (requires attunement)

Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

This version was created by Claugiyliamatar.  In her incessant need to be able to reach out to her contacts, to watch, to talk to, and to control them as tightly as possible, she has created a custom version of the sending stone. Unlike a normal one, this one turns into a tattoo of Claugiyliamatar over the heart of the person that has attuned to it and cannot be removed except through intervention of Claugiyliamatar herself.  While requiring attunement, it also opens a new attunement slot such that it can keep itself hidden that a person has it.  It is also resistant to scrying and Detect Magic attempts.

Once you are a member of Claugiyliamatar’s faction, there is little chance to escape.

Codex of the Void

Wondrous Item, rare (requires attunement)

The Codex is bound in the void-black scales of a dragon that perished in the cold emptiness between stars, its pages shimmering with a celestial darkness. While attuned, the owner may prepare any of the following spells if they are a spellcaster through the normal spell preparation process. These spells cannot be copied from the book. The Codex provides advantage on Arcana rolls when trying to identify creatures from the Abyss.

The Codex of the Void has a total of 4 charges. It regains 1d3 charges each dawn. While holding the Codex, the attuned spellcaster can use an action to expend a charge to cast one of the spells within it, using their spell save DC and spell attack bonus. The spells available and their respective charge costs are:

  • Abyssal Call (4th Level) (4 charges): Summons a creature from the Abyss for a short duration. The creature obeys the caster’s commands but returns to the Abyss if killed.
  • Levitate (2nd Level) (2 charges): Allows the caster or an object they can see to rise vertically, up to 20 feet, and remain suspended for the duration.
  • Silence (2nd Level) (2 charges): Creates a 20-foot-radius sphere where no sound can be created or passes through, effectively silencing all within.

Attunement: To attune to the Codex, the owner must spend a short rest focusing on its void-like properties, during which time they become accustomed to its celestial and dark aura.

Lore: The Codex of the Void is said to have been created by an ancient order of star-bound wizards who sought to harness the power of the void. Its spells are inscribed in an ancient language that resonates with the cold emptiness of space. This rare tome is coveted by those who wish to command the abyssal forces and traverse the silence of the void.

Collar of Swiftness

Wondrous Item, rare (requires attunement)

The finely constructed leather color is a dark brown with streaks of silver running through it.  The inside of the color has been smoothed to a soft touch so that it would be comfortable to wear by any medium creature.  While wearing the color, the wearer gains +1 to their Dexterity, +1 to their AC, and advantage on Persuasion three times a day.

Concussive Headache (Maul +1)

Weapon (maul), rare (requires attunement)

Forged in the fires of a volcano and quenched in the blood of giants, this maul was famous over 4000 years ago when wielded by the dwarf Angrboda Gog. It has been lost in time and lost much of its luster and power having sat in a tomb for far too long.  It hungers for the smashing of foes, especially those of the giant kind. It might be possible to repair the weapon and bring it back to its former glory.

This weapon gives a magical +1 to hit and damage against any type of creature, but when faced with against any type of giant, the bonus increases to +2 to hit and damage and when it hits successfully, it does an extra 2d6 of damage to those types of foes. While wielding this maul and facing any giant kind, the wielder is immune to fear and charm spells and effects. To this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

Crab Shield

Armor (shield), uncommon

A shield made of giant crab shells. Due to the bone reinforcements to strengthen the shield it is heavier than a normal shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Crystal of Instantaneous Casting

Wondrous Item, rare

The Crystal of Instantaneous Casting is a small, palm-sized crystal that hums softly with latent magical energy. It resonates with the innate magic of any arcane spellcaster, allowing them to draw upon its power to amplify their spells. The crystal is clear, with a faint, shimmering glow that seems to pulse with the caster’s heartbeat. When the spell is cast, the crystal’s glow intensifies briefly before it shatters into a fine dust, its magic expended.

This small, palm-sized crystal hums with latent magical energy. When held, it allows the caster to cast any one spell they know as if it were cast at one level higher than their current maximum spell slot, without expending a spell slot. The crystal shatters into dust after use.

Crystal Orb of Divination

Wondrous item, rare (requires attunement by a spellcaster)

The crystal orb is perfectly clear and smooth, with a slight inner glow that brightens when used. Holding the orb, you feel a subtle connection to the weave of magic, particularly the strands related to knowledge and foresight. This powerful item is a testament to Thistleburr’s skill and dedication to his craft, offering its wielder a glimpse into the mysterious and often hidden truths of the world.

Scrying Focus: The orb can be used as a spellcasting focus for divination spells.

Identify Spell: Once per day, the orb allows the user to cast the spell “Identify” without expending a spell slot.

Divination Insight: While attuned to the orb, you gain advantage on Intelligence (Arcana) checks related to divination magic.

Devil’s Choice

Potion, Uncommon

Devil’s Choice is a daring and enigmatic potion, steeped in risk and reward. It is designed for those who walk the razor’s edge in combat, offering a significant but precarious advantage. This potion is favored by thrill-seekers, gamblers, and warriors who are willing to stake their fortunes on their skill and luck.

The potion is contained in a dual-toned vial, one half engulfed in a fiery red hue, and the other shrouded in a deep, abyssal black. The liquid itself is a dynamic blend of these two colors, swirling continuously and never fully mixing, symbolizing the constant flux between fortune and misfortune.

Devil’s Choice is crafted from a potent mix of ingredients that embody both luck and fate:

  • Fiend’s Blood: A drop of blood from a fiendish creature, representing the gamble and daring associated with the infernal.
  • Luckblossom Nectar: Extract from a rare flower that blooms under a full moon, believed to bring fortune and favor.
  • Raven’s Feather: A feather from a raven, a bird often associated with omens and fate.
  • Obsidian Shard: A piece of pure obsidian, representing the darkness and uncertainty of misfortune.

The brewing process of Devil’s Choice is shrouded in mystery, often involving rituals and incantations to bind the contradictory forces within the potion.

Upon consuming Devil’s Choice, the drinker immediately feels a surge of confidence and precision. They gain advantage on all attack rolls, making their strikes more likely to hit and deal damage. However, this boon is fleeting and turns to a curse the moment they miss an attack. Once a miss occurs, the drinker then suffers disadvantage on all subsequent attack rolls, reflecting a turn of fate and a loss of confidence. This cycle of advantage and disadvantage continues until a successful hit is made, after which all effects of the potion cease.

Drinking Devil’s Choice is an intense experience. It starts with a fiery, bold flavor, evoking strength, and power, which then shifts to a sharp, bitter taste, representing the turn of fortune. The drinker experiences a rollercoaster of emotions, from a rush of exhilaration to a sinking feeling of dread.

Eagle-Eye Elixir

Potion, Uncommon

Eagle-Eye Elixir is a meticulously crafted potion that sharpens the senses, particularly sight, to an extraordinary degree. It is highly sought after by scouts, hunters, guards, and adventurers who rely on keen perception and enhanced vision to navigate complex environments or detect hidden dangers.

The potion is contained in a clear, cylindrical vial, allowing one to fully appreciate its contents. The liquid itself is a bright, clear amber, reminiscent of the keen gaze of an eagle. Small, luminous particles seem to float within the elixir, sparkling like tiny stars, symbolizing the heightened awareness it provides.

Eagle-Eye Elixir is made from a blend of ingredients known for enhancing sensory perception:

  • Hawk’s Vision Berry: A berry known for its properties of sharpening and clarifying vision.
  • Luminous Moss: A moss that grows in places of magical energy, imbuing the potion with a light-enhancing quality.
  • Crystalized Insight: Rare crystals that resonate with the mind’s eye, enhancing perceptual abilities.
  • Essence of Aether: A subtle, magical ingredient that amplifies the potion’s overall sensory effects.

These components are expertly distilled and infused together in a process that amplifies their natural properties while ensuring balance and synergy.

Upon consuming the Eagle-Eye Elixir, the drinker experiences a remarkable enhancement in visual acuity and perception. For the next hour, they gain a +2 bonus to all Perception checks, reflecting an increased ability to notice fine details, spot hidden objects or creatures, and pick up on subtle environmental cues. Additionally, all the drinker’s vision abilities are doubled in range, including normal sight, darkvision, and any other special visual capabilities they possess. This effect allows them to see with clarity and detail at much greater distances than normal.

Drinking the elixir imparts a sensation of heightened alertness and clarity. It has a crisp, refreshing taste, with a hint of pine and mint, leaving the consumer feeling focused and vigilant. The eyes might tingle slightly as vision sharpens, colors become more vivid, and details stand out with newfound clarity.

Enchanted Vial

Wonderous Item, Common

Some creature parts have powerful, yet fleeting, magical energies within them. The motes from elementals for example hold traces of their former essences in them but disperse rapidly upon the destruction of their original form. An enchanted vial is inlaid with several runes designed to keep any magical resource within from dissipating while the lid is closed and is often the only way of transporting certain parts back to a workshop for crafting. Items that require an enchanted vial to be harvested are fragile by nature and must be stored inside an enchanted vial quickly to prevent degradation. Any attempt to harvest a material that has an enchanted vial as a requirement must be initiated within one minute of the death of its creature. These are also used to store essences, and one vial can store up to five of any one specific essence at a time.

This tool can be used a maximum of five times afterwards it disintegrates into powder.  At each attempted use, roll a d20 and if a 1 is rolled, the vial is immediately destroyed.

Eye of Elemental Protection (Stage One)

Wondrous Item, unknown rarity (requires attunement by an Item auto attunes to the nearest person once acquired during the first long rest.)

A small golden statue made of what appears to be gold with four different arcane symbols with a vertical oval above them all.  This small magical item comes with five charges that renew up to 1d6 charges every day at dawn.  It has two different functions.  It can allow the user to cast an Absorb Elements for one charge or a Protection from Energy for three charges.

Note that the Absorb Elements can be up cast for the cost of additional charges.  One charge for each level it is being up cast.

Eye of Elemental Protection (Stage Two)

A small golden statue made of what appears to be gold with four different arcane symbols with a vertical oval above them all.  This small magical item comes with seven charges that renew up to 1d6 charges every day at dawn.  It has several different functions and can allow the user to cast a variety of spells. 

  • Absorb Elements (1/charge)
  • Protection from Energy (3/charges)
  • Dancing Wave (2/charges)
  • Earth Ripple (2/charges)
  • Hurricane Slash (2/charges)
  • Unstable Explosion (2/charges)

Note that the spells Absorb Elements, Hurricane Slash, and Unstable Explosion can be up cast for the cost of additional charges.  The charge cost for each one is depends on the specific spell.

Fated Coin

Wonderous Item, Uncommon

A coin with two distinct sides. One is made of gold, while the other is made of stone. Flip of Fate. When you are about to make an ability check or an attack roll, you can flip the coin. On heads, you have advantage; on tails, you have disadvantage.

Flameguard Aegis Elixir

Potion, Uncommon

Flameguard Aegis Elixir is a specially formulated potion designed to provide substantial protection against both fire and force damage. This elixir is a treasured asset for adventurers, firefighters, soldiers, and anyone who might encounter fiery environments or force-based attacks in their endeavors.

The elixir is housed in a sturdy, heat-resistant bottle, symbolizing its protective nature against fire. The liquid itself is a mesmerizing blend of deep red and vibrant orange hues, mimicking the appearance of flickering flames. Suspended within the potion are tiny, silvery specks that shimmer when agitated, representing the force-resistant aspect of the elixir.

Flameguard Aegis Elixir is crafted using a combination of heat-absorbing and force-dispersing ingredients:

  • Firebloom Extract: Derived from a rare flower that thrives in volcanic regions, providing resistance to extreme heat and flames.
  • Ethereal Gel: A substance that can absorb and dissipate kinetic energy, offering protection against force impacts.
  • Dragon’s Scale Dust: Finely powdered scale of a fire-resistant dragon, enhancing the potion’s ability to protect against high temperatures.
  • Gravitite Crystal: A mineral known to interact with force energies, helping to reduce the impact of force-based attacks.

These elements are alchemically blended under precise conditions to ensure their protective qualities are perfectly balanced.

Upon consumption, the Flameguard Aegis Elixir grants the drinker resistance to fire and force damage for ten minutes. This means any damage sustained from these sources is reduced by half, significantly lowering the risk of injury from flames, explosions, magical fire, and force-based attacks like telekinetic strikes or energy blasts.

Drinking the elixir gives an initial sensation of coolness, belying its fiery appearance, followed by a feeling of solidity and stability, like an invisible shield enveloping the body. It tastes mildly spicy with a hint of metallic tang, leaving the consumer feeling emboldened and protected.

Fleetfire Formula

Potion, Uncommon

Fleetfire Formula is an extraordinary potion designed for those who require a burst of incredible speed and agility. Revered by athletes, adventurers, and anyone in need of rapid, responsive action, this potion not only enhances the drinker’s speed but also their ability to perform additional actions in a short span of time.

Fleetfire Formula is presented in a sleek, aerodynamically shaped vial, embodying the swiftness it imparts. The liquid itself is a vibrant, electric blue, with streaks of bright yellow that seem to flicker and dance like flames. When shaken, the potion appears to almost bubble with energy.

The potion is crafted from a blend of invigorating and energy-boosting ingredients:

  • Zephyr’s Breeze Extract: A rare essence captured from the gusts of the fastest winds, believed to grant swiftness.
  • Cheetah’s Essence: A drop of oil derived from the essence of a cheetah, the fastest land animal, symbolizing speed, and agility.
  • Quickling Thyme: An herb favored by quicklings; creatures known for their lightning-fast movements.
  • Sunflare Petal: A petal from the sunflare flower, which blooms and wilts in a single day, symbolizing rapid action.

These elements are combined under specific lunar and solar conditions to maximize their potency.

Upon consuming Fleetfire Formula, the drinker immediately feels a surge of kinetic energy. For the next ten minutes, their base speed increases by ten feet, allowing them to move more swiftly than ever before. Additionally, they gain the ability to take one extra non-attack action on their turn, such as using an object, dashing, or performing other maneuvers. This effect makes the potion invaluable in situations requiring quick, decisive actions and rapid movement.

The potion has a sharp, tangy taste, reminiscent of citrus with a hint of spice, leaving the consumer feeling energized and alert. The sensation of heightened reflexes and agility is immediate, with a feeling of lightness and a readiness to spring into action.

Frostbound Chain Mail (Chain Mail +1)

Armor (chain mail), rare (requires attunement)

This suit of chain mail is forged from a unique blend of enchanted steel and ice, giving it a frosty sheen. It feels cold to the touch, but when worn, it provides a comfortable and cool sensation, even in the hottest environments. The links of the chain mail are intricately crafted, resembling tiny ice crystals, and they emit a faint, icy mist when exposed to moisture.

  • Cold Resistance: While wearing this armor, you have resistance to cold damage.
  • Armor of Agathys: Once per long rest, you can cast the spell Armor of Agathys at 3rd level. This spell grants you 15 temporary hit points for 1 hour. If a creature hits you with a melee attack while you have these hit points, the creature takes 15 cold damage. This feature recharges at dawn.

Attunement: The Frostbound Chainmail requires attunement. To attune to this armor, you must spend a short rest focusing on its icy properties. During this time, you become acclimated to its magical aura and gain its benefits.

Appearance: The chain mail has a shimmering, frosty appearance with intricate designs resembling snowflakes and ice crystals. It emits a soft, cold mist when exposed to moisture, creating an aura of wintry power around the wearer.

Lore: Frostbound Chainmail is said to be crafted by ancient frost giants who imbued it with the essence of eternal winter. It is a prized possession among those who revere the power of ice and cold, often found in the hands of frost clerics and warriors dedicated to cold deities. The armor’s origins are shrouded in mystery, but its power is undeniable, providing both protection and offensive capabilities to its wearer.

Frostburn Antidote

Potion, Uncommon

Frostburn Antidote is an expertly crafted elixir designed to offer significant protection against the harsh and corrosive forces of ice and acid. This potion is highly valued by explorers venturing into extreme cold environments or areas with acidic hazards, as well as by adventurers who anticipate encounters with creatures or traps that utilize these elements.

The potion is contained in a vial that appears frosted on the outside, hinting at its cold-resistant properties. The liquid inside is a dual-layered mixture: the top layer is a translucent, icy blue, representing resistance to ice; the bottom layer is a vibrant, emerald, green, symbolizing acid resistance. When shaken, the two layers swirl together in a beautiful, mesmerizing dance before slowly settling back into their distinct halves.

Frostburn Antidote is composed of several rare and potent ingredients:

  • Glacial Essence: Extracted from the core of ancient glaciers, this essence imparts resistance to extreme cold and ice.
  • Basilisk’s Bile: A carefully collected component from a basilisk, known for its acid-neutralizing properties.
  • Snowdrop Petals: Petals from the snowdrop flower, which blooms in the snow and imbues a natural resistance to frost.
  • Alkali Salts: Salts that naturally counteract acidic substances, providing a protective barrier against acid damage.

These components are alchemically blended in a delicate process, often in cold environments, to maintain their intrinsic properties.

Upon consuming the Frostburn Antidote, the drinker gains resistance to both ice and acid damage for ten minutes. This means any damage from these sources is reduced by half, offering substantial protection from the freezing effects of ice and the corrosive nature of acids. This dual protection is particularly useful for navigating icy tundra’s, acidic swamps, or during battles against creatures wielding ice or acid-based abilities.

Drinking the potion provides a sensation of coolness, followed by a subtle, protective tingling. It has a fresh, minty flavor with a slight citric undertone, leaving the drinker feeling fortified and shielded.

Fury’s Edge Philter

Potion, Common

Fury’s Edge Philter is a potent concoction designed to enhance the offensive capabilities of those who partake in it. This potion is particularly favored by warriors, archers, spellcasters, and any combatant looking to add extra potency to their attacks.

The potion is housed in a vial with a sharp, angular design, suggesting the edge and precision it imparts. The liquid inside is a deep, fiery red, with swirls of bright orange that move like flames within the bottle. When agitated, these fiery swirls intensify, as if the potion itself is eager for battle.

Fury’s Edge Philter is made from a blend of aggression-enhancing and energy-boosting ingredients:

  • Dragon’s Claw Powder: Ground from the claw of a dragon, symbolizing the beast’s ferocious power and destructive capabilities.
  • Berserker’s Root: A root known for its use by ancient warriors to incite rage and increase battle prowess.
  • Blazeberry Extract: A berry that grows in harsh, fiery environments, infusing the potion with a surge of energy.
  • Elemental Ash: Ash collected from a site struck by elemental energy, adding a magical intensity to the potion.

These elements are combined in a precise alchemical process that channels their natural ferocity into a potent, consumable liquid.

Upon drinking Fury’s Edge Philter, the consumer feels a surge of aggressive energy coursing through them. For the next hour, they gain an additional 1d4 damage on any attack they make, whether it be melee, ranged, or spell based. This extra damage represents the heightened force and intensity behind each strike, making the user a more formidable opponent in any combat scenario.

Consuming the potion gives an immediate sensation of heat and power. It has a bold, spicy flavor, leaving the drinker with a feeling of heightened aggression and readiness for combat. The potion’s effects make the user feel as though their every attack is charged with additional, explosive energy.

Gallant Glamour Grog

Potion, Common

Gallant Glamour Grog is a captivating potion known for its remarkable ability to enhance the drinker’s charisma and personal allure. This potion is highly sought after by diplomats, performers, leaders, and anyone seeking to significantly improve their persuasive and interpersonal skills for a short period.

This enchanting elixir is contained in an ornate, slender bottle, often adorned with intricate designs that reflect its charming nature. The liquid itself has a shimmering, iridescent quality, with colors that shift and dance in the light, ranging from a deep, entrancing purple to a bright, alluring gold.

Gallant Glamour Grog is concocted from a unique blend of both mystical and natural ingredients known for their influence on charm and confidence:

  • Phoenix Feather Dust: A pinch of dust from the legendary phoenix, symbolizing rebirth, and captivating presence.
  • Silver Tongue Herb: A rare plant that is said to grant eloquence and wit when consumed.
  • Heartberry Juice: Extract from the heartberry fruit, known to open the heart and enhance emotional connectivity.
  • Moonstone Crystals: Finely ground moonstone, believed to heighten allure and personal magnetism.

These components are carefully infused together under a full moon to enhance their charismatic properties.

Upon drinking Gallant Glamour Grog, the consumer experiences a surge in personal charisma, raising their modifier to a minimum of +3 for one hour. This effect significantly enhances their social grace, persuasive ability, and overall appeal, making them more effective in negotiations, performances, and any situation where personal influence is key.

The potion has a sweet, enchanting taste with floral undertones, leaving a lingering sensation of warmth and confidence. Drinking it imbues the consumer with a sense of self-assuredness and charm, making them feel more articulate, engaging, and charismatic.

Green Shield Vault (Shield +1)

Armor (shield), uncommon (requires attunement)

Despite the powerful enchantments upon this shield, it appears somewhat plain; supposedly it will make you more appealing to potential romantic interests.  While you are attuned to this shield you gain the following benefits:

Defense:  You get a magical +1 to AC.

Containment: This item functions as a miniature Bag of Holding with a maximum capacity of 100lbs.

Grim Bracer Brew

Potion, Uncommon

Grim Bracer Brew is a specialized potion designed for those who tread the fine line between life and death. Ideal for adventurers, soldiers, and anyone facing mortal peril, this potion provides a crucial edge in the direst of circumstances.

The potion is contained in a somber, opaque vial, reflecting its grave purpose. The liquid itself is a deep, dark blue, almost black, with a slight silver shimmer that stirs when agitated, reminiscent of the thin veil between life and death.

Grim Bracer Brew is concocted from a combination of resilience-enhancing and life-protecting ingredients:

  • Spiritroot Essence: Extracted from a rare root known to grow at the sites of ancient battles, believed to tether the spirit to the body.
  • Willowisp Dew: Dew collected from the leaves of willows in graveyards, symbolizing the endurance of the soul.
  • Heartwood Bark: Bark from the heartwood tree, known for its life-sustaining properties.
  • Elixir of Fortitude: A base elixir that fortifies the body and mind against trauma.

These ingredients are meticulously combined in a delicate process that imbues the potion with its life-preserving qualities.

Upon drinking Grim Bracer Brew, the consumer immediately gains five temporary hit points, providing a buffer against imminent harm. Additionally, if the drinker is forced to make a death saving throw within the next 24 hours, they have advantage on that roll. This benefit represents the potion’s magical essence fortifying the drinker’s will to survive in the face of death.

The potion has a bittersweet taste, with an earthy undertone, reminding one of the resilience of life. Drinking it instills a subtle warmth and a sense of determination, as if reinforcing the drinker’s resolve to cling to life.

Grimoire of the Bone Weaver

Wondrous Item, rare (requires attunement by an arcane spell caster)

Crafted from the preserved skin of an ancient lich, the Grimoire of the Bone Weaver is etched with sigils of power that pulse with a ghastly light. While attuned, the owner may prepare any of the following spells if they are a spellcaster through the normal spell preparation process. These spells cannot be copied from the book. The Grimoire also provides advantage on Deception and Persuasion rolls against undead creatures.

The Grimoire of the Bone Weaver has a total of four charges. It regains 1d3 charges each dawn. While holding the Grimoire, the attuned spellcaster can use an action to expend a charge to cast one of the spells within it, using their spell save DC and spell attack bonus. The spells available and their respective charge costs are:

  • Animate Dead (3rd Level) (3 charges): Raises one or more corpses as zombies or skeletons under the caster’s control.
  • Bone Shards (2nd Level) (2 charges): Launches sharp bone fragments at a target, dealing piercing damage.
  • Skeletal Dance (3rd Level) (3 charges): Animates one skeleton per two caster levels within a 30-foot radius. These skeletons perform a macabre dance that terrifies those who see it, forcing them to make a Wisdom saving throw or be frightened for the duration.

Attunement: To attune to the Grimoire, the owner must spend a short rest focusing on its dark properties, during which time they become accustomed to its necromantic aura.

Lore: The Grimoire of the Bone Weaver is believed to have been created by a powerful lich, embedding the very essence of undeath into its pages. It is a coveted item among necromancers and those who seek dominion over the dead, offering both knowledge and power to its wielder. Its origins are as dark as the spells it contains, with whispers of its creation being linked to ancient, forbidden rituals.

Grimward Draught

Potion, uncommon

Grimward Draught is an extraordinary potion, both in its composition and its life-saving effects. It is designed to act as a safeguard against the brink of death, providing a crucial lifeline in dire situations. Its effects last for an extended period, making it a unique and highly sought-after item in the realm of magical healing.

Grimward Draught is encased in a vial of darkened glass, its contents obscured from view, adding an aura of mystery. The potion itself, when poured, reveals a mesmerizing swirl of iridescent hues, predominantly deep blues, and purples, like a starry night sky captured in liquid form. It emits a faint, otherworldly glow, pulsating gently in rhythm with an unseen force.

The potion is a blend of rare, magically infused botanicals, celestial water – said to be collected from the dew of a moonflower under a full moon – and a trace of essence from an ethereal creature, often a wisp of spirit or a fragment of a ghost’s shroud. This combination is carefully brewed under specific celestial alignments to maximize its potency.

Upon ingestion, Grimward Draught remains dormant within the system for up to eight hours. Its magic is designed to activate at a critical moment – when the drinker fails a death saving throw. At this instant, the potion’s power is unleashed: it stabilizes the drinker and heals them for 3d4 + 3 hit points, effectively snatching them from death’s grasp. Once this effect is triggered, the potion’s power is expended, and its magic fades.

The potion is thick and has a texture akin to liquid velvet. Its taste is an enigmatic mix of sweetness and a subtle, comforting earthiness, leaving a warm, tingling sensation that lingers on the palate. Upon activation, the drinker experiences a rush of warmth, as if enveloped in a protective embrace.

Healing Pill

Wonderous Item, Common

You regain 1d4 hit points when you swallow this pill.  If more than one is swallowed, then all after the first do 1d4 damage instead.

Lantern of Equivalent Exchange

Wondrous item, very rare (requires attunement)

This stone lantern is twice as heavy as a normal lantern.  It is carved from a green stone with careful runes and flourishes on its top and sides.  It has a stone shutter that can allow light to project from a single side, or all the way around.

When a gemstone is placed within the lantern, it begins to glow with a radiance equal to a Daylight spell. The light illuminates a cone-shaped area with a range of 60′ of bright light, and another 60′ of dim light. At the far end of the cone of bright light, it illuminates an area 30′ in radius from the center of the cone.

This light will last for one hour per gold piece value of the gem inserted in the spring, but that only counts the time that the shutter system is open. If the shutter is closed, the gem will last indefinitely.  When the duration of the light has passed, and the gemstone has been removed, it will have been changed into a piece of colored glass with no value.

As the gem is consumed, the value of the gem decreases based on the amount of time it has been used.

There are additional effects based on the type of gem that is placed within the lantern.  These are effects on top of the Daylight equivalent light.  The color of the light will match the gem placed in the lantern.  There will also be a specific cost to use any of the abilities which will consume the inserted gem faster.

All the different spell effects come out of the lantern in the direction it is being pointed.  It takes a full action to use any specific effect. 

Lantern of Scintillating Brilliance Gem Effects Table

Type of GemColorEffect
AmethystPurpleSilent Image (10gp/minute)
BloodstoneRedFire Bolt (25gp/usage) Ray of Frost (25gp/usage)
CitrineOrangeMold Earth (10gp/usage) Shape Water (10gp/usage)
DiamondWhiteRaise Dead (750gp/usage)
EmeraldGreenRevivify (500gp/usage)
Garnet, Brown GreenGreenChill Touch (25gp/usage)
Garnet, RedRedChaos Bolt (50gp/usage) Guiding Bolt (50gp/usage)
Garnet, VioletVioletFear (100gp/usage) Silence (10gp/round)
MalachiteGreenSpare the Dying (1gp/usage)
Opal, BlackBlackAnimate Dead (250gp/usage)
Opal, FireRedFireball (250gp/usage) Lightning bolt (250gp/usage)
Opal, WhiteWhiteAura of Vitality (100gp/round)
QuartzImmediately is consumed and breaks – roll a d20 and on a 1 the lantern shatters
Ruby, RedRedStorm Sphere (500gp/usage)
Ruby, StarPinkSending (250gp/usage) Tiny Hut (100gp/usage)
Sapphire, Black StarBlackMagic Circle (250gp/usage)
Sapphire, BlueBlueCounter spell (250gp/usage) Dispel Magic (250gp/usage)

Lash of Coruscation

Weapon (whip), rare

The handle of this dark leather whip bears the lightning rune, and small bolt of electricity dance around the whip’s tail.

You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 lightning damage. When you score a critical hit with an attack using this whip, the target also has the [condition]restrained[/condition] condition until the start of your next turn, as lightning bands lash around the target.

Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra lightning damage dealt by the whip to 2d6.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

Liar’s Pill

Potion, rare

This small, shimmering pill is made from a mixture of rare herbs and alchemical compounds, designed to protect the consumer from truth-forcing magic and chemicals. The pill is encased in a translucent shell that glows faintly with a deceptive light.

The Liar’s Pill is a valuable tool for spies, rogues, and anyone who needs to keep their secrets safe under pressure. The pill itself is a marvel of alchemical and magical engineering, crafted from the rarest ingredients and infused with protective enchantments. Consuming the Liar’s Pill can be the difference between maintaining a cover and revealing crucial secrets.

Truth Immunity: For one hour after consuming the Liar’s Pill, the consumer is immune to any effect that would force them to tell the truth. This includes spells such as Zone of Truth, Detect Thoughts, and Compel Truth, as well as chemical substances like truth serums.

Deception Advantage: During this hour, the consumer gains advantage on Charisma (Deception) checks made to tell a lie.

Untraceable: Any attempts to detect the use of the Liar’s Pill through magical or mundane means automatically fail. The consumer appears to be unaffected by any foreign substances.

Side Effects: After the effects of the pill wear off, the consumer experiences a mild headache and slight dizziness for 1d4 hours, during which they have disadvantage on Wisdom (Insight) and Intelligence (Investigation) checks.

Lore: Rumored to be invented by a notorious alchemist who was once captured and interrogated by powerful wizards, the Liar’s Pill allowed him to deceive even under the most intense scrutiny. Tales of its use have circulated among the underworld, making it a coveted item for those who trade in secrets.

Lionheart Brew

Lionheart Brew is a remarkable potion known for its dual effects of bolstering the drinker’s vitality and steeling their nerves against fear. This potion is highly valued by adventurers and warriors who often find themselves facing terrifying foes or daunting challenges.

The elixir is contained in a stout, round-bottomed flask, sealed with a cork stopper. The liquid inside glows with a warm, golden hue, reminiscent of liquid courage. Tiny, shimmering motes float within the potion, giving it an appearance akin to a starry night sky captured in a small vial.

Lionheart Brew is concocted from a blend of rare ingredients known for their invigorating properties. The primary components include:

  • Heartleaf Extract: A rare herb known for its ability to invigorate the heart and mind.
  • Goldenroot: A plant that imparts a natural resilience to psychological stresses.
  • Dragon’s Bile: A potent, albeit dangerous, ingredient that provides strength and fortitude.
  • Sunwater: Water that has been exposed to the light of a full sun for seven days and seven nights, infusing it with an essence of clarity and bravery.

These ingredients are carefully brewed together, often during specific lunar phases to enhance the potion’s effects.

Upon drinking Lionheart Brew, the consumer immediately gains five temporary hit points, representing a sudden surge of vitality and energy. Additionally, for the next hour, the drinker gains advantage on all saving throws against being frightened. This effect makes the potion incredibly useful in situations where the user is likely to encounter terrifying creatures or needs to perform daunting feats of bravery.

The potion has a bold, zesty flavor, with hints of citrus and a slight undertone of earthiness. It leaves a warm sensation when swallowed, spreading a feeling of courage and determination that emboldens the drinker.

Lycan Gas

Poison, common

Crafted by: Lycanthrope Blood x1 (Alchemist)

This vial of silvery white gas reacts strongly with air and expands to a 30-foot radius cloud as soon as the vial is opened. Any creature that starts their turn in the cloud must succeed on a constitution saving throw or be cursed with lycanthropy. The type of lycanthropy and the DC depends on the type of Lycan this gas was created from as outlined in the table below.

The gas cloud remains for 1 minute before dispersing naturally. It may be dispersed early by a strong wind such as that created by the gust of wind spell.

Lycan Gas Save Table

Lycan TypeDC
Bear14
Boar12
Rat11
Tiger13
Wolf12

Mandible Slasher (Double-Bladed Scimitar +1)

Weapon (double-bladed scimitar), uncommon

A +1 double edged scimitar made from the mandible of an ankheg. The organic sword is carved and smoothed at the bottom to serve as a pommel.

The weapon is immune to acid and poison damage and can’t rust in any way.

The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (10 gp) — few though ever can purchase one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer to prove they’re worthy to wield it.

Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

Mapmaker’s Compass

Wondrous item, rare

This compass, adorned with silver and etched with symbols of exploration and discovery, is imbued with magic that guides the user to unseen secrets and dangers.

Secrets Revealed: The compass has three charges. As an action, the user can expend one charge to activate the compass. For the next minute, the compass points towards the nearest secret door or trap within 30 feet of the user that is not behind total cover. If there are no such secrets, the compass spins aimlessly.

Guidance: While not using a charge, the compass functions as a perfectly accurate mundane compass.

Recharging: The compass regains 1d3 expended charges at dawn.

Mask of Painful Faces

Wonderous Item, Common (requires attunement)

This mask has the bearing of a face in pain when in its normal state.  The magic item allows the wearer to create the illusion of them being someone else but only their face changes.  This illusion can be changed only once per short rest.  All the faces that are created will appear to be in some sort of pain or mental struggle.  None of the faces will appear at peace.  It is not able to change the user’s gender, nor will the wearer’s clothing be altered in any way.  The wearer’s voice can be altered, but all the voices will be gravely and sound like the person’s throat has been damaged.

Unlike most illusion spells, if the user is touch in any way, the effect will not be disabled or change at all.  In fact, there is a distinct chance the person touching the user might still be fooled by the illusion.  With a DC 20 to make the determination that there is in fact an illusion on the user.  However, if the wearer is attack and takes any form of physical or magical damage, the image will flicker, but still not revealing the exact features.  Once the user has taken five or more hits, the mask will cease functioning until a short rest is taken.

This item must be attuned to function.  Once attuned the mask will not fall off, or can it be removed until the attunement has been ended by the wearer.  The mask itself has 10 hit points and no armor class, so it is easily destroyed even when worn.

Merrow Amulet

Wondrous item, uncommon (requires attunement)

Crafted by: Merrow Heart x1 (Artificer)

While wearing this amulet you can breathe both air and water and you know the Abyssal and Aquan languages.

Might of the Orc Tonic

Potion, Common

Might of Orc Tonic is a powerful potion revered for its extraordinary ability to enhance the physical strength of the drinker. Crafted through a blend of rare and potent ingredients, this potion is particularly favored by warriors, athletes, and adventurers who seek a temporary but significant boost in their physical prowess.

The tonic is typically stored in a robust, square-shouldered bottle, symbolizing the strength it imparts. The liquid itself is a deep, rich red, almost the color of molten iron, and it swirls with a viscosity that suggests its potent nature. When agitated, the potion briefly glows with a fiery light, as if embers are suspended within the liquid.

Might of Orc Tonic is brewed using a combination of powerful and magically enhanced ingredients:

  • Giant’s Root: A rare plant known to grow in lands where giants roam, believed to absorb the essence of their formidable strength.
  • Dragon’s Blood: A few drops of blood from a dragon, to imbue the drinker with a portion of these legendary creatures’ might.
  • Ironbark Sap: Extracted from the ironbark tree, known for its incredibly tough and resilient wood.
  • Stone Dust: Finely ground dust from a mountain rock, symbolizing the unyielding strength of the earth.

These elements are blended in a carefully controlled alchemical process, often accompanied by enchantments to bind, and enhance their natural properties.

Upon drinking the Might of Orc Tonic, the consumer experiences an immediate surge in physical strength. For the next hour, their strength modifier is boosted to a minimum of +3, regardless of their natural physical capabilities. This enhancement allows even those who are not naturally strong to perform feats of strength that would otherwise be beyond their ability.

Drinking the tonic is an intense experience. It tastes metallic and earthy, with a hint of smokiness, and leaves a tingling sensation in the muscles. The drinker feels a surge of energy and power coursing through their body, as if they could lift mountains or wrestle giants.

Mindforge Elixir

Potion, Common

Mindforge Elixir is a highly sought-after potion known for its remarkable ability to enhance the cognitive capabilities of its consumer. It is especially favored by scholars, mages, strategists, and anyone who seeks a temporary boost in mental acuity and intelligence.

The elixir is contained in a slender, elegant phial, often made from clear crystal to showcase its contents. The liquid itself is a brilliant shade of azure, with swirling patterns that seem to mimic the synaptic firing of a brain. When agitated, these swirls accelerate, creating a mesmerizing display of fluid intelligence.

Mindforge Elixir is concocted from a blend of ingredients known for their cognitive-enhancing properties:

  • Sapience Root: A rare herb known for its ability to clear the mind and enhance thinking.
  • Crystalized Mana: Fine grains of crystallized mana that resonate with the energy of thought and consciousness.
  • Elderflower Essence: Extract from the elderflower, believed to improve memory and mental processing.
  • Silvermist Water: Water vapor collected from the clouds surrounding mountaintops, embodying clarity, and focus.

These components are delicately distilled and magically infused to maximize their potential in augmenting intelligence.

Upon drinking Mindforge Elixir, the consumer experiences a significant sharpening of their cognitive faculties. For the next hour, their intelligence modifier is boosted to a minimum of +3. This enhancement improves their problem-solving skills, memory, language abilities, and overall mental processing speed. It does not alter their knowledge or wisdom but makes them more adept at applying what they know.

Drinking the elixir provides a sensation of mental clarity and alertness. It has a crisp, invigorating taste, akin to a breath of fresh mountain air mixed with a hint of floral sweetness. The drinker feels their thoughts quickening, ideas coming more rapidly, and their focus sharpening.

Monocle of Verisimilitude

Wonderous Item, Common (requires attunement)

Originally owned by an old hanging judge from hundreds of years ago, this monocle helps the wearer to discern the difference between lies and the truth.  It allows the user to have advantage on all Insight checks when trying to see if the target is telling the truth or not.  This function can be used as many times as the wearer’s proficiency bonus.  This is reset after a short rest.

A side effect of attuning to this object causes the user to grow a long and thin mustache that end in sharp tapered tips, no matter the gender of the wearer.  When using the special function, a single eyebrow is caused to be raised as if pondering some great fact, as well as causing the user to immediately reach to one of their mustaches ends and twirl it.

Moon Muzzle Mixture

Potion, rare

Crafted by: Lycanthrope Blood x1 vial (Alchemist)

Drinking this potion completely cures a creature of lycanthropy if taken before that creature experiences its first full moon as a lycanthrope. If drunk after that, or if drunk by a natural born lycanthrope, a lycanthrope can ignore the usual transformative effects of the full moon for the next 28 days.

Wondrous Item, Uncommon

This orb can be thrown up to 50 feet. When it lands, it unleashes a barrage of magic missiles (as per the spell at 5th level) at targets visible to the orb.  It will send one missile to each target starting from the closest changing targets for each missile.  If there are remaining missiles and all possible targets have been hit, it starts over from the closest target and continues until all missiles have been expended.

Orb of Tides

Wondrous Item, Legendary (Requires attunement by a spellcaster)

The Orb of Tides is a mesmerizing sphere, resembling a condensed globe of ocean water, swirling with miniature waves and foam. It glimmers with a soft, azure light that mimics the ocean’s depths. When held, it exudes a subtle coolness, and you can hear faint echoes of distant ocean waves.

Charging the Orb: The Orb of Tides requires charges to use its abilities. Charges must come from sacrificed objects that have a water elemental aspect. Different rarities of these objects provide different numbers of charges:

  • Common: 1 charge
  • Uncommon: 2 charges
  • Rare: 3 charges
  • Very Rare: 4 charges
  • Legendary: 5 charges

Note: Water elemental trinkets provide only 10% of a charge per trinket, making them fairly ineffective for charging the Orb.

Wave Command: While attuned to the Orb of Tides, you can use 3 charges to cast the control water spell without expending a spell slot.

Mistform Cloak: Once per day, as a bonus action, you can use 2 charges to envelop yourself in a protective mist that grants you resistance to fire and nonmagical bludgeoning, piercing, and slashing damage for one minute.

Tidal Surge: As an action, you can use 5 charges to summon a powerful tidal wave. Each creature in a 60-foot cone must make a DC 18 Strength saving throw. On a failed save, a creature takes 8d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Voice of the Ocean: You can use 1 charge to speak and understand Aquan for 24 hours. Additionally, you can communicate telepathically with any aquatic creature within 120 feet of you.

Ancient Abyssal Summon: As an action, you can use 25 charges to summon an ancient abyssal creature from the depths of the ocean. The creature remains under your control for 1 hour, after which it returns to the depths. This ability cannot be used again until the next dawn.

Owlbear Musk

Wondrous Item, common

The smelly musk of an owlbear, contained in a vial. When you open this vial, each creature within a 10-feet radius is overwhelmed by the smell and freed from the dazed, stunned, and charmed conditions, even if their origin is magical. Once the vial has been opened, the smell of the musk vanishes and becomes, and the vial becomes useless.

Owlbear Studded Leather (Studded Leather +1)

Armor (studded leather), rare

An armor made from the skin of an owlbear and imbued with the ferocity of the beast. You have a +1 bonus to AC while wearing this armor. When an ally you can see is reduced to 0 hit points, you gain advantage on your next attack roll.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Owlbear Leather Armor (Leather +1)

Armor (leather), rare

An armor made from the skin of an owlbear and imbued with the ferocity of the beast. You have a +1 bonus to AC while wearing this armor. When an ally you can see is reduced to 0 hit points, you gain advantage on your next attack roll.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Paralyzing Dust

Wondrous item, uncommon

Crafted by: Ghoul Claw x1, or Ghast Claw x1 (Alchemist)

You may spend an action to blow this pouch of grey dust into the face of a non-undead creature within 5 feet of you. That creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. That creature may repeat the saving throw at the end of each of its turn, ending the effect on a success.

If this dust is dissolved into a liquid first and then drunk by a non-undead creature, they automatically fail the save and all subsequent saves for the next minute.

Pillow of Restful Nights

Wondrous Item, common

A pillow stuffed with fluffy feathers. A creature with its head on this pillow has advantage against all spells and effects that can alter or prevent its sleep, such as the Dream (5th-level) spell. Only one creature can benefit from the effects of this pillow at a time.

Pincer Warhammer (Warhammer +1)

Weapon (warhammer), rare

A warhammer made from the giant pincer of a monster. It was brought back to life with magic to react to stimuli.

When the hammer hits a Medium or smaller target, you can try to close its pincer on it. The target must then succeed on a DC 15 Strength save or be grappled by the weapon. While grappled this way, the creature takes 9 (2d8) bludgeoning damage at the start of each of its turns. You can’t use the weapon while it is grappling a creature.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Potion of Arcane Insight

Potion, Rare

The Potion of Arcane Insight is a shimmering blue liquid with small sparks of light dancing within it. Contained in a vial that feels warm to the touch, this potion radiates a faint, magical aura.

Upon consuming the Potion of Arcane Insight, a rush of clarity and understanding washes over you. Your mind sharpens, thoughts become more coherent, and you feel a heightened awareness of the arcane energies around you. The small sparks within the potion seem to dance along your veins, illuminating hidden depths of knowledge and enhancing your cognitive abilities. For the next hour, your mental acuity is unparalleled, allowing you to grasp complex concepts and react to intellectual challenges with ease.

Arcane Insight: When you drink this potion, you gain advantage on Intelligence checks and Intelligence saving throws for one hour.

Potion of Cure Lycanthropy

Wonderous Item, Uncommon

The encroaching madness, the changes to personality, extra body hair, all of these are possible symptoms of an infection of Lycanthropy.  This potion will cure any lycanthropic infections if it is consumed within a month of the infection being inflicted.

Potion of Stone Skin

Potion, Rare

The Potion of Stone Skin is a viscous, gray liquid that shimmers with a metallic sheen. When held up to the light, it appears as if tiny flecks of stone and metal are suspended within the potion. The vial containing the potion is crafted from a sturdy glass and is often decorated with dwarven runes symbolizing strength and resilience.

When you drink this potion, your skin hardens to the toughness of stone. For the next hour, you gain resistance to non-magical bludgeoning, piercing, and slashing damage. Additionally, you gain a +2 bonus to your AC as your skin takes on a rough, stone-like texture.

Consumption: Drinking the potion requires an action. The effects last for one hour or until you are subjected to a greater restoration spell or similar magic.

Side Effects: After the potion’s effects wear off, you may feel unusually heavy and sluggish for a short period. For the next hour after the potion’s effect ends, you have disadvantage on Dexterity saving throws and ability checks as your body readjusts to its normal state.

Crafting: The Potion of Stone Skin is typically crafted using a mixture of ground gemstones, powdered iron, and rare herbs found deep within mountainous regions. Dwarven alchemists are known to be the most skilled at creating these potions, imbuing them with the essence of the earth itself.

Lore: The Potion of Stone Skin is a coveted item among adventurers, particularly those who face formidable physical challenges. Its origins are deeply rooted in dwarven culture, where the ability to withstand the rigors of battle and the harsh conditions of underground environments is highly valued. Many dwarven warriors and miners keep a vial of this potion handy, knowing that it could be the difference between life and death in a critical moment.

Pressing Longsword (Longsword +1)

Weapon (longsword), uncommon (requires attunement)

The styling of this longsword is ancient and when seen from the corner of your eye it appears to be moving. While you are attuned to this longsword you gain the following benefits:

Minor Properties: while in possession of it, you feel fortunate and optimistic about what the future holds.

Knockback: When you hit with an attack with this longsword you may use a bonus action to push the target up to 5ft. in any direction. You may use this feature as many times per rest equal to your Strength modifier.

Rejuvenation’s Respite Draught

Potion, Rare

Rejuvenation’s Respite Draught is an exceptionally potent potion, meticulously crafted to combat severe exhaustion. It is a highly valued elixir among those who frequently push themselves beyond their limits, such as adventurers, soldiers, and hardworking laborers who face extreme physical and mental demands.

This potion is housed in a sturdily crafted, amber-tinted vial that reflects its serious nature. The liquid itself is a rich, golden color, imbued with shimmering flecks that slowly circulate, creating a soothing visual effect. When held to the light, the potion’s core seems to pulse gently, symbolizing the restoration of energy and vitality.

Rejuvenation’s Respite Draught is formulated from a blend of highly restorative ingredients known for their profound revitalizing properties:

  • Phoenix Feather Ash: A pinch of ash from the mythical phoenix, signifying rebirth, and extraordinary rejuvenation.
  • Celestial Nectar: A rare liquid harvested from flowers that bloom only under specific celestial events, providing deep restoration.
  • Elderwood Bark: Bark from the elderwood tree, revered for its ability to endure and thrive, even in harsh conditions.
  • Aurora Honey: Honey collected from bees that forage in the fields under the aurora borealis, known for its energizing and curative effects.

These ingredients are combined in a complex alchemical process that enhances their natural restorative powers.

Upon drinking Rejuvenation’s Respite Draught, the consumer experiences a profound alleviation of fatigue as the potion removes two levels of exhaustion. This significant reduction in exhaustion can be crucial in situations of extreme physical and mental strain, allowing for improved functionality and the ability to continue activities that would otherwise be hindered by fatigue.

Consuming this potion gives a sensation of warmth spreading through the body, akin to the feeling of basking in the first light of dawn. It has a rich, honeyed flavor with a hint of herbal undertones, leaving the drinker feeling deeply nourished and revitalized. The overwhelming sense of weariness diminishes rapidly, replaced by a sense of renewed strength and clarity.

Repelling Candle

Wondrous item, common

Crafted by: Ogre Fat x1 vial (Alchemist)

This pale-yellow candle is made from ogre tallow and emits a powerful odor when burned. Any beast that possesses the keen smell trait or similar that starts their turn within 100 feet of this lit candle, must succeed on a DC 12 Constitution saving throw or be forced to spend their turn moving as far away from this candle as safely possible. A creature that succeeds on this saving throw is immune to this effect for 24 hours. This item otherwise acts as a normal candle and will last for a total of 1 hour while lit.

Reszur (Dagger +1)

Wondrous item, rare (requires attunement)

A bloody blade found in the Tomb of the Moving Stones.  Its origins are unknown, but the leather one the handle has had so much blood on it that it is now dyed a dark red and has a continuous iron smell coming from it.

The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.

Once per long rest, as a bonus action you may turn invisible as per the spell.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a hand axe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

As a bonus action, the owner may cause the dagger to fly back to their hand if it is within 60’ of the owner.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Ring of Biting Retort

Ring, Common (requires attunement)

A ring made by someone who has an overabundance of mocking humor.  Resembling a mouth with a set of sharp teeth this ring does not look pleasant in any way.  Made of some sort of silverish metal, it never seems to be tarnished or able to get dirty in any way.

By wearing and attuning to this ring, the wearer can heal an individual 1d4, but takes 1 point of damage every time it is used.  To active the healing action, the wearer must first insult the recipient of the healing as meanly as possible.  Once the insult has been hurled the ring takes a bite of the wearer’s finger doing the damage and then spitting blood onto the healing target.

The ring may heal as many times as the proficiency bonus of the wearer per short rest. The ring cannot be used to heal the wearer of the ring.

Ring of Disguise

Wondrous Item, uncommon (requires attunement)

While wearing this ring, you can use an action to cast the disguise self spell from it at will. The spell ends if the ring is removed.

Rune of Shielding

Wondrous Item, very rare (requires attunement)

An ancient magic originating from gnomes over 10,000 years ago.  The process to create new ones have been lost and any that are found are considered valuable.  This rune can block up to 100 points of damage from any source when found at full strength.  There are rumors of versions that can stop even more damage.  Any of these are considered important lifesaving items.

While any charges remain, it also gives the owner advantage on all Perception rolls and adds five to their passive Perception.  Note that any damage to the owner will always be stopped by the rune first.  Other magic and spells can diminish the possible damage to the owner of the run.

Once all the charges have been consumed, the rune shatters into ashes.

Rune of Stealth

Wondrous Item, very rare (requires attunement)

An ancient magic originating from gnomes over 10,000 years ago.  The process to create new ones have been lost and any that are found are considered valuable.  This rune is for those that need to go unnoticed or need to remain hidden. These runes have a maximum of ten charges, and each one can empower the owners with the equivalent of a Greater Invisibility.

While any charges remain, the owner has advantage on all Stealth checks. Once all the charges have been consumed, the rune shatters into ashes.

Sanngriðr (Greataxe +1)

Weapon (Great Axe), rare (requires attunement)

An ancient Dwarven Great Axe forged over 500 years ago by a skilled weaponsmith, but completely forgotten today.  This axe was his supreme creation, and he never was able to make anything as well after it. The axe is covered in strange Runes that are not Dwarvish, or any normal known language.  In fact, they are all gibberish and decorative.  The weaponsmith added them because he thought they were cool looking and hid the real magic underneath these fake runes.

This weapon gives the user a +1 to hit and +1 damage.  When the weapon is wielded and used in combat, it will begin to glow with a purplish trailing flame as it is swung.  It has the special ability to absorb damage on behalf of the wielder.

The weapon has four charges. When you are hit by an attack while wielding this weapon, you may expend one charge and use your reaction to reduce the incoming damage by 1d12. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. The weapon regains 1d4 charges at dawn.

While this weapon is equipped, your voice becomes deeper and booming. Once per short rest, you can use Intimidation with advantage.

Proficiency with a great axe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Sage’s Insight Brew

Potion, Common

Sage’s Insight Brew is a highly esteemed potion renowned for its ability to profoundly enhance the drinker’s wisdom and perceptiveness. This elixir is particularly favored by spiritual leaders, healers, counselors, and anyone in need of heightened intuition and insight.

The potion is presented in a modest, yet elegant, vial, often crafted from frosted glass that symbolizes the clarity it brings. The liquid itself is a serene shade of green, reminiscent of a tranquil forest glade. It emits a soft, radiant glow, suggesting the enlightenment contained within.

Sage’s Insight Brew is created from a blend of naturally insightful and enlightening ingredients:

  • Owl’s Feather Extract: Feathers from a wise owl, symbolizing the bird’s renowned wisdom and keen perception.
  • Moonbloom Petals: Flowers that bloom only under the full moon, believed to open the mind to deeper understanding and empathy.
  • Elderwood Sap: Sap from the ancient elderwood tree, known for its grounding and enlightening properties.
  • Mist Essence: A vapor captured from mountaintop clouds, embodying the ability to see beyond the surface.

These elements are carefully combined and steeped in a process that enhances their natural abilities to boost wisdom and discernment.

Upon consuming Sage’s Insight Brew, the drinker experiences a significant enhancement in wisdom, raising their modifier to a minimum of +3 for the duration of one hour. This effect increases their empathetic understanding, intuition, and ability to read social cues and natural environments. It enhances their judgement and perceptiveness, allowing them to make more informed decisions and better interpret the world around them.

Drinking the potion is a calming experience. It has a herbal, earthy flavor with a hint of mint, leaving a soothing aftertaste. The consumer immediately feels a sense of peace and mental clarity, as if the complexities of the world become easier to navigate and understand.

Scholar’s Quill

Wondrous item, uncommon

This elegant quill is fashioned from the feather of a mystical bird, with runes of knowledge etched along its shaft. The Scholar’s Quill requires no ink and can be used to write on any normal writing surface.

Transcription: Once per day, the quill can transcribe spoken words into written text, up to 500 words, on any parchment or paper placed in front of it. The user must speak clearly and be within 5 feet of the quill for it to function. The language transcribed is the same as that spoken.

Everlasting Ink: The quill does not require dipping in ink, as it produces its own magical ink in any color the user desires.

Shadowstep Blade (Shortsword +1)

Weapon (shortsword), Uncommon (requires attunement)

This shortsword has a dark, almost black blade with an iridescent sheen. Its hilt is wrapped in black leather, and the cross guard is adorned with a small, dark gem that seems to absorb light. Shadowstep Blade is a +1 magical weapon, enhancing your attack and damage rolls.

Shadowstep: Once per day, as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You can’t use this property again until you finish a long rest.

Night’s Embrace: While holding this sword, you have advantage on Dexterity (Stealth) checks made in dim light or darkness.

Umbral Strike: When you hit a creature with this sword while you are in dim light or darkness, the target takes an extra 1d6 necrotic damage.

Shark Toothed Longsword

Weapon (longsword), uncommon

Against a target wearing no armor, the wielder deals an extra die of damage with this sword.

If properly trained in this weapon, the wielder may also attempt to rend the armor of their opponent. The wielder makes a Shark Toothed Longsword attack against a creature wearing nonmagical armor or a shield. On a hit, in addition to dealing damage to the creature, the target’s armor or shield takes a −1 penalty to the AC it offers. If the armor is reduced to an AC of 10, or the shield drops to a +0 bonus, it is destroyed. To recover the damage inflicted, the armor or shield must be repaired unless it has been destroyed.  The wielder selects either the armor or the shield to strike. This ability may be used as many times as the wielder’s proficiency bonus per long rest.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Smothering Mantle

Wondrous item, Uncommon

Crafted with: Boneless Skin

The smothering mantle can be worn like a second skin and covers most of the body. While wearing the mantle, you can use a bonus action to force it to peel itself from your skin and jump on a creature adjacent to you. The creature must succeed on a DC 13 Strength saving throw or be restrained by the mantle and suffocate from its embrace. A creature, including the target, can spend an action to repeat the saving throw and remove the skin. When the mantle is removed, it is completely inanimate.

Soul Shard

Wondrous item, uncommon

Crafted with: Soul Mirror Shard

A shard of mirror that contains a fragment of a soul, driven to madness. The shard is fragile and is destroyed on impact. When the shard is destroyed, the fragment it contains is freed and takes the form of a specter. The specter is loyal to the creature that released it for 1 minute and obeys all its spoken commands. When the minute is over, the specter disappears into thin air to join the rest of its essence.

Spirit Paper

Wonderous Item, Common

Spirit paper is a versatile tool that resembles a square of bleached papyrus. The secrets of its production were only recently discovered, and reverse engineered from secrets brought back from distant necromantic cults. By performing a small ritual with the spirit paper shortly after slaying certain creatures, a copy of that creature’s soul is bound to the spirit paper for later use. These copies are not a true soul and are more akin to an echo. These echoes do retain all the memories from its original body, and a few crafting techniques utilize these echoes to grant an item a low level of sentience or to mimic the abilities of their incorporeal reflections.

Using spirit paper is often the only way to harvest anything useful from creatures with incorporeal forms. Any harvesting attempt made for a creature part that has spirit paper as a requirement is done using a Wisdom (Religion) check rather than the usual check and is rolled separately for each item. Once a sheet of spirit paper has been used successfully to harvest an item, it cannot be reused, even if the item it contained is released.

Unlike most harvestable materials, materials that require spirit paper to be harvested dissipate very quickly after the death of its creature. Any attempt to harvest a material that has spirit paper as a requirement must be initiated within 1 minute of the death of the creature and takes 10 minutes to successfully complete.

Each Spirit paper can only be used once. Spirit papers can also be used to gather in essences. Each paper can only hold one essence.

Spiritwhisper Brew

Potion, rare

Description: Spiritwhisper Brew is a rare and mystical alcoholic beverage, renowned not just for its intoxicating properties but also for its unique ability to bridge the realm of the living and the dead. The key ingredient in this extraordinary elixir is the stone heart of a skeleton champion, a formidable undead creature known for its martial prowess and enduring spirit. This heart, a symbol of the champion’s undying will, is ground into a fine powder and then infused into a potent spirit. The resulting drink has a deep, amber hue, shimmering with a faint, otherworldly light. Its flavor is robust and earthy, with an underlying note of mineral complexity, reminiscent of the ancient bones from which it is derived.

Effects: Upon imbibing a bottle of Spiritwhisper Brew, the consumer falls into a trance-like state for one minute. During this trance, the drinker gains the ability to cast the spell Speak with Dead. However, unlike the traditional use of this spell, the elixir allows communication with the spirit of any deceased individual the drinker knew personally in life. This communication happens within the mind, with the spirit’s voice heard as a clear, internal whisper. Moreover, if another living creature is within 10 feet of the person drinking the elixir, that creature can choose to participate in the trance. This shared experience permits both individuals to hear the spirit’s responses, making it a powerful tool for collective understanding and closure.

Cautions and Side Effects:

  • Emotional Intensity: The experience of speaking with a known deceased can be emotionally intense, often leaving the user feeling drained or overwhelmed.
  • Risk of Addiction: The allure of contacting past acquaintances or loved ones can be seductive, leading to potential overuse or psychological dependency.
  • Spiritual Deception: Spirits contacted through the elixir may not always be benevolent or honest. Users should be wary of misleading or harmful information.
  • Ethical and Legal Concerns: The creation and use of Spiritwhisper Brew, given its origin from the remains of a skeleton champion, may be subject to moral scrutiny or legal restriction in some regions or cultures.

Stick of Fancy Nature Lights

Weapon (club), Common (requires attunement only and only usable by Druids)

Within some deep forest hundreds of years ago, a Great Druid carved out different wooden sticks and clubs to help those newly ordained with their concentration and spell casting.  Some of these objects have spread out as hereditary objects used by Druids ever since that time.  When a Druid uses this object as a focus for any spell casting, the craved head on the object will lean back and belch forth a bright green flame that will remain lit above the object until the spell duration ends.

While wielding this object, a Druid will gain advantage on all concentration checks when taking damage.  When this object is used as the component for the Shillelagh spell, the caster will have advantage on their first attack using this object.  This is available every time that spell has been cast using this object as a component. 

Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Stone Breastplate Armor

Armor (breastplate), unknown rarity

This stone armor consists of a fitted stone chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. It provides an AC of 14 plus a maximum dexterity modifier of two. Due to its heavy nature, the armor requires a minimum of a 15 Strength to wear.

Stone Half-Plate Armor

Armor (half plate), unknown rarity Half plate consists of shaped stone plates that cover most of the wearer’s body. It does not include leg protection beyond simple stone greaves that are attached with leather straps. This armor provides an AC of 15 plus a maximum Dexterity modifier of two.  Because of the bulkiness and heaviness of the armor a minimum Strength of 17 is required to wear this armor. Wearing such armor gives disadvantage on all stealth checks.

Stone Plate Armor

Armor (plate), unknown rarity

Plate consists of shaped, interlocking stone plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. The armor provides an AC of 18 and does not allow any Dexterity modifier to be added.  The armor, while well made, is very heavy and bulky requiring a Strength of 18 to wear.  The wearer is always at disadvantage on all stealth checks.

Stone Scale Mail Armor

Armor (scale mail), unknown rarity

This stone armor consists of a coat and leggings (and perhaps a separate skirt) of stone embedded leather covered with overlapping pieces of stone, much like the scales of a fish. The suit includes gauntlets. The armor provides an AC of 14 plus a maximum dexterity modifier of two. Due to the bulkiness and heaviness, a Strength of 16 is required to wear such armor.  All Stealth checks are at disadvantage.

Stonewall Stout

Potion, Common

Stonewall Stout is a powerful potion revered for its ability to fortify the drinker’s endurance and resilience. Despite not altering the user’s hit points directly, this elixir significantly enhances their constitution, making it a favorite among frontline warriors, adventurers facing harsh environments, and anyone in need of withstanding extreme conditions or poisons.

The potion is contained in a thick, robust bottle, suggesting the strength it imparts. The liquid itself is a deep, opaque brown, resembling a hearty stout, with a viscosity that speaks to its substantial nature. When poured, it has a creamy, almost frothy top, like a freshly tapped ale.

Stonewall Stout is crafted from a blend of hearty and resilient ingredients known for their health-boosting properties:

  • Ironbark Resin: Extracted from the ironbark tree, known for its incredibly tough and resilient bark.
  • Mountain root: A hardy herb that thrives in high-altitude, harsh conditions, lending its robustness to the potion.
  • Troll Blood: A few drops of troll blood provide regenerative qualities, enhancing the body’s natural resilience.
  • Granite Dust: Finely ground dust from granite, symbolizing the solid and unyielding nature of stone.

These components are carefully brewed and magically treated to enhance and preserve their innate properties.

Upon consuming Stonewall Stout, the drinker’s constitution is bolstered, raising their modifier to a minimum of +3 for one hour. This enhancement doesn’t increase their hit points but significantly improves their physical hardiness and resistance. The effects include better endurance, an improved ability to withstand adverse conditions, toxins, and diseases, and an overall sense of physical robustness.

The potion has a rich, earthy flavor, reminiscent of a dense, dark ale with hints of herbal undertones. It leaves a warm, comforting sensation in the stomach, spreading a feeling of fortitude and steadfastness throughout the body.

Stormfury Concoction

Potion, Rare

Stormfury Concoction is an exceptionally potent potion, crafted for warriors and spellcasters who desire a dramatic surge in their offensive capabilities. This elixir is highly prized in martial circles and among adventurers, offering a significant boost to the damage dealt in any form of attack.

The potion is encased in a bottle that appears to crackle with contained energy. The liquid inside is a tempestuous mix of deep blues and flashing silvers, mimicking the appearance of a raging storm. It seems to pulsate with power, and when agitated, sparks of light swirl within, like miniature lightning strikes.

Stormfury Concoction is blended from a series of powerful, energetic ingredients:

  • Lightning Shard Crystal: A shard from a crystal that naturally absorbs and stores lightning, imbuing the potion with raw, electric energy.
  • Dragon’s Breath Chili Oil: Extract from a chili so potent it’s said to contain the fire of a dragon’s breath, adding ferocity to each attack.
  • Arcanist’s Dust: A magical powder that amplifies the potency of spells and enhances physical might.
  • Meteor Fragment: A small piece of meteorite, embodying the unstoppable force and impact of a celestial body crashing to earth.

These ingredients are carefully fused in an alchemical process that channels their intense energies into a consumable form.

Upon consuming the Stormfury Concoction, the drinker experiences an immediate and overwhelming surge of power. For the next hour, they gain an additional 2d6 damage to all attacks, including melee, ranged, and spells. This significant increase in damage output makes every strike far more lethal and impactful, as if each attack is supercharged with the ferocity of a storm.

Drinking the potion delivers a sensation akin to a sudden adrenaline rush. It has a bold, electrifying taste, leaving the user with a tingling sensation and a feeling of immense power coursing through their veins. Each successful attack during the potion’s duration feels more potent, as if amplified by a force of nature.

Stormward Draught

Potion, Uncommon

Stormward Draught is a potent potion crafted for those who seek protection against the volatile forces of nature, specifically lightning and thunder. This elixir is highly valued by adventurers, sailors, and anyone who anticipates encountering storms or electrical and sonic hazards.

The potion is presented in a vial that seems to shimmer with an internal storm. Its liquid is a swirling mix of deep blues and grays, reminiscent of a tumultuous storm cloud. Occasional flashes of silver and gold, like miniature lightning strikes, flicker within the fluid, giving the impression of a contained tempest.

Stormward Draught is concocted from a blend of ingredients known for their electrical and sound-dampening properties:

  • Electrum Flake: Finely ground electrum, a natural conductor, is used to absorb and diffuse electrical energy.
  • Thundercap Mushroom: A rare fungi that, when distilled, provides resistance to concussive and sonic forces, like those found in thunder.
  • Stormvine Sap: Extract from the stormvine, a plant that thrives in lightning-prone areas, believed to imbue a resistance to lightning.
  • Skyglass Crystal: A crystal that forms high in the mountains and is struck by lightning, grounding the potion with a resistance to electrical forces.

These components are carefully infused together, often during stormy weather, to maximize their protective properties.

Upon drinking Stormward Draught, the consumer gains resistance to lightning and thunder damage for the next ten minutes. This means that any damage they receive from these sources is halved, providing significant protection in situations where such elements are a threat. The potion is especially useful for traversing storm-ravaged terrains, facing foes who wield electrical or sonic powers, or when navigating environments prone to natural electrical occurrences.

Drinking the potion gives a sensation of a cool, refreshing breeze, followed by a faint, distant rumble, like thunder far away. It has a crisp, tangy taste with a hint of ozone, leaving the drinker feeling energized and fortified.

Swiftstep Serum

Potion, Common

Swiftstep Serum is a potent elixir prized for its remarkable ability to enhance the agility and reflexes of those who consume it. Crafted from a blend of rare and stimulating ingredients, this potion is especially popular among thieves, acrobats, archers, and adventurers who require a temporary but significant boost in their dexterity and coordination.

The serum is contained in a slender, elegant vial that reflects its agility-enhancing properties. The liquid itself is a vivid shade of green, reminiscent of fresh spring leaves. It is imbued with a subtle, dynamic shimmer, and when shaken, it seems to dance and swirl within the bottle with a life of its own.

Swiftstep Serum is concocted using a combination of natural and mystical ingredients known for their agility-boosting properties:

  • Windgrass Essence: A herb known to grow in high, windswept places, believed to capture the swiftness of the wind.
  • Feline’s Grace Extract: Derived from a rare plant that mimics the agility of a cat, enhancing balance and reflexes.
  • Mercury Drops: Small amounts of magically refined mercury that grant fluidity and quickness.
  • Butterfly Wing Powder: Finely ground powder from the wings of a certain nimble butterfly, symbolizing lightness, and agility.

These components are delicately balanced and infused together in a complex alchemical process that heightens their innate qualities.

Upon ingesting Swiftstep Serum, the drinker immediately feels a surge of nimbleness and alertness. For the next hour, their dexterity modifier is elevated to a minimum of +3, enhancing their ability to perform tasks requiring precision, agility, and quick reflexes. This enhancement is particularly beneficial for activities like lockpicking, stealth, acrobatic maneuvers, and precision-based combat skills. Drinking the serum provides a sensation of lightness and energy. It has a crisp, invigorating taste, with hints of mint and citrus, leaving the consumer feeling refreshed and alert. The drinker’s movements become more fluid and graceful, and they feel a heightened sense of their surroundings.

Tempest’s Edge (Longsword +1)

Weapon (longsword), rare (requires attunement)

This longsword is forged from a gleaming silver alloy, with delicate engravings resembling storm clouds and lightning bolts running along its blade. The hilt is wrapped in blue leather, and the pommel is shaped like a storm cloud. Tempest’s Edge is a +1 magical weapon, enhancing your attack and damage rolls.

Lightning Strike: Once per day, you can call upon the power of the storm to imbue the blade with lightning. For one minute, the sword deals an extra 1d6 lightning damage on a hit.

Storm’s Protection: While holding this sword, you have resistance to lightning damage.

Thunderclap: As an action, you can strike the ground with Tempest’s Edge, creating a thunderous boom audible out to 300 feet. Each creature within 10 feet of you must succeed on a DC15 Constitution saving throw or take 2d6 thunder damage and be pushed 10 feet away from you. You can’t use this property again until you finish a long rest.

Wondrous item, Very Rare

This small, glowing crystal can freeze time for everyone except the user for one round once activated. During this time, the user can move up to their speed and take one action. The shard is consumed upon use.

Tinker’s Ring

Ring, Rare (requires attunement by an artificer or a spellcaster proficient with tinker’s tools)

This delicate ring is made of intricately interwoven bands of silver and gold, with tiny gears and cogs that seem to move and shift on their own. The ring radiates a faint aura of arcane energy and mechanical ingenuity.

Enhanced Craftsmanship: While wearing the Tinker’s Ring, you gain a +2 bonus to any ability check that uses tinker’s tools, or any crafting checks related to mechanical or magical devices.

Arcane Engineering: Once per day, you can cast the spell Craft Object without expending a spell slot. This version of Fabricate can only be used to create non-magical mechanical devices or constructs. You must have the raw materials on hand, as per the spell’s requirements.

Quick Fix: As a bonus action, you can touch a non-magical mechanical device and repair it, restoring it to full functionality if it has 10 hit points or fewer. This ability can be used a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.

Tinker’s Insight: While attuned to the Tinker’s Ring, you have advantage on Intelligence (Investigation) checks to understand the purpose and functionality of mechanical devices or constructs.

Attunement: To attune to the Tinker’s Ring, you must spend a short rest tinkering with a mechanical device or crafting a small gadget, allowing the ring to synchronize with your inventive skills.

Tome of the Eternal Night

Wondrous item, rare (requires attunement from an arcane spell caster)

This tome is bound in the hide of a creature that once roamed the realms between worlds, its surface cool and smooth to the touch, absorbing light into its inky depths. While attuned, the owner may prepare any of the following spells if they are a spellcaster through the normal spell preparation process. These spells cannot be copied from the book. The Tome also provides advantage on all Stealth checks while in shadows or darkness.

The Tome of the Eternal Night has a total of three charges. It regains 1d3 charges each dawn. While holding the Tome, the attuned spellcaster can use an action to expend a charge to cast one of the spells within it, using their spell save DC and spell attack bonus. The spells available and their respective charge costs are:

  • Cloak of Shadow (1st Level) (1 charge): This spell envelops the caster in shadows, granting them advantage on Stealth checks and imposing disadvantage on attack rolls against them for the duration. It lasts for 1 hour, requiring concentration.
  • Misty Step (2nd Level) (2 charges): Allows the caster to teleport up to 30 feet to an unoccupied space that they can see.
  • Darkness (2nd Level) (2 charges): Creates a 15-foot-radius sphere of magical darkness that spreads around corners.

Attunement: To attune to the Tome, the owner must spend a short rest focusing on its shadowy properties, during which time they become accustomed to its dark aura.

Lore: The Tome of the Eternal Night is rumored to have been created by a powerful sorcerer who drew their power from the darkness between the stars. Its spells are written in a language that only those attuned to the void can understand. This tome is highly sought after by those who embrace the shadows and seek to harness the power of the night.

Tri-Essence Reviver

Potion, Very Rare

Tri-Essence Reviver is an extraordinary and potent potion, meticulously crafted to address severe levels of exhaustion. It is an invaluable resource for those who find themselves drained by extreme physical exertion, prolonged stress, or lack of rest, such as long-distance travelers, adventurers in arduous quests, and individuals recovering from intense ordeals.

The potion is contained in a robust vial, often made from a thick, translucent material that subtly glows with a soothing, restorative light. The liquid inside is a harmonious blend of three distinct layers, each representing a level of exhaustion it’s designed to alleviate. The layers are colored in gradients of soothing blues and greens, symbolizing tranquility, restoration, and vitality.

Tri-Essence Reviver is formulated from a trio of powerful ingredients, each known for their exceptional restorative qualities:

  • Lunar Dew: Dew collected under a full moon, believed to have calming and rejuvenating properties.
  • Sunleaf Extract: A rare herb infused with the energizing power of the sun, revitalizing the body and mind.
  • Serenity Blossom Oil: Oil from the serene blossom, a flower known for its ability to relieve stress and fatigue.
  • Essence of Tranquility: A magical component that harmonizes the body’s energies, promoting deep and effective restoration.

These elements are carefully balanced in a delicate alchemical process, ensuring their combined effect is maximized.

Upon ingesting Tri-Essence Reviver, the consumer immediately feels a profound sense of relief as the potion begins to alleviate three levels of exhaustion. This substantial reduction in fatigue can be lifesaving in situations where exhaustion has severely impaired the individual’s physical and mental capacities. The potion allows for a significant recovery, enabling the drinker to regain their strength and clarity of mind much more rapidly than would be naturally possible.

Drinking the potion imparts a sensation of gentle waves of relaxation washing over the body. It has a layered flavor, starting with a sweet and calming taste, followed by a refreshing herbal note, and ending with a warm, invigorating aftertaste. The drinker experiences an immediate lifting of fatigue, a rejuvenation of the senses, and a restoration of vitality.

Troll Heart Amulet

Wondrous item, rare (requires attunement)

Crafted by: One troll heart.

This amulet contains a crystalized form of a troll heart preserved in tar.  While wearing and attuned to this amulet, you may spend an action to activate it.  For the next minute, you regain ten hit points at the start of your turn so as long as you have not taken acid for fire damage since the end of your last turn and so as long as you start your turn with at least one hit point.

Venombane Essence

Potion, Common

Venombane Essence is a specialized potion crafted for those who seek protection against toxic substances. It is highly valued by adventurers, alchemists, and anyone who frequently encounters venomous creatures or environments laden with poisonous hazards.

The potion is presented in a vial that is tinted in shades of green, ranging from pale, almost translucent at the top, to a deep, rich emerald at the bottom, symbolizing various types of poisons and the potion’s efficacy against them. The liquid itself gently glows with a soft, verdant light, suggesting its protective nature.

Venombane Essence is concocted using a combination of anti-toxic and purifying ingredients:

  • Cleansing Clover: A herb known for its detoxifying properties, capable of neutralizing various toxins.
  • Mandrake Root Extract: Extract from the mandrake, a plant renowned in folklore for its protective qualities against evil and harm.
  • Crystalized Nectar: Nectar that has been crystallized from flowers known for their resistance to pollution and contamination.
  • Purity Salts: Salts that have been blessed or enchanted to enhance their purifying and protective qualities.

These components are delicately infused under specific lunar alignments, enhancing their potency in warding off poison.

Upon consumption, Venombane Essence provides immediate fortification against poisons. For the next hour, the drinker gains advantage on all saving throws against poison, significantly reducing the likelihood of suffering from poison’s harmful effects. This advantage applies to a wide range of poisons, from natural venoms to alchemical toxins, offering broad protection in various scenarios.

The potion has a fresh, herbal taste with a slightly sweet undertone, reminiscent of spring water infused with mint and a hint of citrus. It leaves the drinker feeling cleansed and invigorated, with a subtle cooling sensation that spreads throughout the body, reinforcing the sense of protection against poisons.

Vigor’s Renewal Tonic

Potion, Uncommon

Vigor’s Renewal Tonic is a revitalizing potion specifically formulated to combat the effects of exhaustion. It is a prized concoction among adventurers, travelers, and laborers who often push their physical and mental limits.

The potion is housed in a vial that glows with a soothing, rejuvenating light. The liquid itself is a vibrant shade of verdant green, symbolizing renewal and vitality. When the bottle is shaken, the potion emits a soft, energizing radiance, reminiscent of the first light of dawn.

Vigor’s Renewal Tonic is made from a blend of restorative ingredients known for their energizing properties:

  • Sunleaf Extract: A herb known for its ability to absorb and retain sunlight, providing a natural boost of energy.
  • Meadowsweet Dew: Dew collected from the meadowsweet plant at dawn, known for its refreshing and rejuvenating qualities.
  • Ginseng Root: A potent root that enhances stamina and reduces fatigue.
  • Mountain Spring Water: Water sourced from a high-altitude spring, naturally charged with minerals to revitalize the body.

These elements are carefully distilled and combined under specific lunar phases to enhance their restorative effects.

Upon consumption, Vigor’s Renewal Tonic immediately goes to work alleviating symptoms of exhaustion. The drinker feels a wave of energy and alertness wash over them as the potion removes one level of exhaustion. This reduction can mean the difference between debilitating fatigue and the ability to continue with renewed vigor.

Drinking the potion is like experiencing a refreshing breeze on a weary day. It has a crisp, invigorating taste with hints of citrus and mint, leaving the drinker feeling refreshed and rejuvenated. The sense of weariness fades away, replaced by a newfound energy.

Wrathstrike Brew

Potion, Uncommon

Wrathstrike Brew is a formidable potion crafted for combatants who seek to significantly amplify the lethality of their attacks. Esteemed by fighters, archers, and spellcasters alike, this elixir is designed to add a devastating edge to a wide range of offensive maneuvers.

Contained in a vial of dark, smoky glass, the potion itself is a mesmerizing shade of crimson, with streaks of black swirling throughout, reminiscent of a tempest of fury and power. When shaken, the potion seems to roil and churn, as if alive with a violent energy.

Wrathstrike Brew is concocted from a powerful blend of ingredients known for their potency in battle:

  • Inferno Pepper Extract: A highly concentrated extract from a pepper that grows in infernal realms, known for its intense and fiery properties.
  • Griffin’s Talon Dust: Finely ground talon of a griffin, symbolizing the might and ferocity of this majestic predator.
  • Thundercap Spore: Spores from a mushroom that thrives in stormy areas, harnessing the raw power of lightning and thunder.
  • Warlock’s Essence: A rare magical reagent that enhances the inherent power of spells and physical blows.

These components are meticulously combined under exacting conditions to ensure their aggressive qualities are perfectly harnessed.

Upon drinking Wrathstrike Brew, the consumer feels an immediate surge of aggressive, unbridled energy. For the next hour, they gain an additional 1d6 damage on all attacks they make, whether melee, ranged, or spell based. This bonus damage represents the raw, unleashed fury behind each attack, turning each blow or spell into a more fearsome strike.

Drinking the potion is an intense experience; it has a fiery, almost overwhelming taste, igniting a sense of wrath and power within. The imbiber feels a rush of adrenaline and an instinctual urge to engage in combat, with each attack feeling more potent and impactful.