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ANKYLA'S ALMANAC OF AMAZING ARTIFACTS
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WONDROUS ITEMS -- Items with exceptional magical power with utility, often held when used.
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ITEM NAMERARITYABILITYPHYSICAL DESCRIPTIONVALUE (in GPs)ORIGINSSUBMITTED BY
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(Requires Attunement?)#ERROR!
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Spice of LifeRareWhen sprinkled on a single piece of food, it will be restored to its original form. E.g. a steak will turn into a cow, an apple will turn into a treeA bright mix of dried herbs and powders of orange and green. The sweet aroma has an energy when inhaled like coffee beans.5,000 GPFrom a mystical desert land where spices are traded and temples are raided./u/iampartypanda
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Bag of BeholdingLegendary (Only a few exsist)Once the bag is opened beholders fly out. Every 6 seconds for a minute a Grazier flies out. After that a spectator flies out. After 1 minute a mind witness. 5 minutes later a Guath.After 10 minutes a death kiss. and finally after an hour a beholder.After 8 hours after the beholder dies the bag is locked. 8 hours later the beholder rises as a death tyrant. He flees and the party must track him down. Once they slay him the bag unlocks releaving a long hallway of doors leading to 50,000 gold (a normal death tryant's treasure pool). After that the bag can be used as a normal bag of holding but with air. If the bag is closed progress resets unless the beholder is outside the bag.It looks like a bag of holding but very hideous,
as beauty is in the eye of the beholder.
7,500A beholder dreamed one night of having his own
plane of exsistance filled with him and his treasure.
He awoke inside of a bag and his treasure with a
large locked door infront of him.
jjadned
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Paladin's CrestUncommonConsumable (1 use, lasts for 1 day or until the user eats) - Once per encounter, the user may smile creating a brilliant flash of light. Creatures that can see the user's face must make a DC 14 Constitution saving throw or be blinded for 1d4 rounds. Creatures using darkvision at the time of the flash must make the save at disadvantage.A blueish-white, abrasive paste that cleans the teeth. Smells and tastes minty and is sold in a small vial.450 GPLikely created by a lonely alchemist, whose dentition was the primary source of complaint from their dates.u/TomTheDragon
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Grimsby's CollarUnique/Legendary (requires Attunement by a Wizard)When placed upon friendly raised undead, that creature assumes the form of the undead butler, Grimsby. While Grimsby is active, the Necromancer may not reassert control over other undead, but may still raise others, spell slots permitting. Grimsby himself is a powerful combatant, with statistics adjusted to the level of the caster (see below for details). Grimsbyis fiercely loyal, never requiring control to be reasserted, and, short of a DC 20 Investigation check or Truesight, is not detectable as Undead. Grimsby cannot speak, but understands all languages spoken by his owner, and can read and write short messages. If Grimsby is destroyed, his collar appears around the throat of the attuned Wizard, and cannot be removed until the next full moon. Grimsby cannot be healed by normal means, but casting Animate Dead on him restores half of his maximum hitpoints, rounded up.50,000, but can you really put a price on good help?Created by an unknown Necromancer who enjoyed making Clerics uncomfortable, little else is known about this powerful item. Perhaps he was a Lich of dreadful power who wanted a loyal servant to run into town for supplies, or the Dean of Students at a prestigious magical university who hated dealing with students face to face. u/TwynDesigner's Note: This item was created for two purposes. To allow Necromancers to retain the minion master feel in situations that would not be accommodating to hordes of skeletons, and to incentivize the Wizard to not bog down the game for the DM and other party members by needing to manage tons of creatures in combat. Feel free to scale Grimsby as necessary, and have a conversation with your Necromancer about the "rules" of this item. Works very well in small parties that lack a front line. DMs be wary of allowing your Necromancer's pet to outshine the Fighter or Barbarian, and adjust stats accordingly.
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GrimsbySee AboveHP: 11*caster level Hit Dice: d12 AC: 13 Speed: 30 feet
Str: 18 (+4) Dex: 12 (+1) Con: 16 (+3) Wis: 12 (+1) Int: 9 (-1) Cha: 7(-2)
Saving Throws: Strength +5, Con +5
Skills: Intimidation +5 Athletics +5
Condition Immunities: Poison
Senses: Darkvision 60 feet, Passive Perception 11
Languages: Understands all languages spoken by controller, but cannot speak.
Actions:
Slam: Melee weapon attack: +5 to hit, 1d10+4 bludgeoning damage
Multiattack: Grimsby makes two slam attacks (Unlocks at level 5, makes 3 attacks at level 11)
Grimsby’s Pockets: If asked for any mundane item, roll a d4. On a 1, Grimsby has the item in his pocket. You cannot request the same item again until after a long rest. Additionally, anything in Grimsby’s pockets will be available whenever Grimsby is resummoned in a different body.
When this collar is placed as an action on an undead that was raised by the attuned Necromancer, the undead takes the form of the undead butler, Grimsby. Grimsby appears to be a slightly ruffled, very muscular butler who smells ever so slightly of freshly dug grave dirt. He stands 6 feet, 4 inches tall, with a large bald head and no discernable neck. Dark brown, nearly black eyes stare unblinkingly out of a slightly mottled face above a nose that was broken and not set quite right.-It is assumed that Grimsby was once a human butler, though how long ago, and from where he hailed are a mystery. If asked, Grimsby will simply point West, always West, though he always seems to be pointing past the nearest landmark that lies in that direction. u/Twyn
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Glove of DisappearenceUncommon
(no attunement)
While wearing this glove, looking at any small creature or object of the same size or smaller, and saying "HUZZA" loud and clear the thing dissapears from sight in a cloud of smoke to everyone who heard the "HUZZA". The thing is still at the same position and attempting to touch it reveals it. If it moves it is also revealed. It can not be seen in any other way except the wish spell.A single white magicians glove with gold details. Feels cheap and is uncomfortable to wear. Seemingly fitted for a human but magically adjust to the hand inserted.1,500Allegedly one of mordekainen's first attempt at a magical item, but no one has yet to confirm this.u/CactusBearPig
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ApronRare
(no attunement)
(1/day) Pulling a large weightless pot from the front pocket and throwing at the floor, it expands horizontally and opens an invisible door above it to an extradimensional kitchen that lasts until the spell ends. The kitchen can hold as many as two medium or four smaller creatures. Attacks and spells can't cross through the entrance into or out of the extradimensional kitchen, but those inside can see out of it as if through a normal doorway. Can be worn over armor, and any food items put and left in the pocket will be teleported into the extradimensional kitchen. Non food item except the pot put in the pocket right through falls throughA simple white and suprisingly clean Chef's apron with a large frontside pocket. It is fitted for a human but could probably fit over most creatures as the straps are quite large. 4,000This apron belonged to a legendary Chef by the name of James Olive, who served the king of waterdeep. He used this enchanted apron to gather ingredients for meals fit for a king. u/CactusBearPig
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The Orb of Lost SoulsVery Rare (requires attunement)Once attuned to the Orb of Lost Souls, you may use an action to name anyone you have known during your life. If that creature is dead, you track the creature's soul in the cosmos and observe its location for up to 1 minute. During that time you get a general idea of the soul's mental status, as if emphatically communicating with it.

In addiction, a user that is proficient in Intelligence (Religion) checks may attempt to go even deeper, however this procedure is very draining on the user.

DC 10: You learn the general location of the soul (usually the plane of existence)
DC 15: As above, plus the soul becomes aware of you and possibly recognizes you. It then may attempt to communicate with you, but you cannot communicate with it. At the end of the duration you gain one level of exhaustion.
DC 20: All of the above, plus you can communicate with the soul as if through a Sending spell. At the end of the duration you gain two levels of exhaustion.
DC 25: All of the above, but you may also travel to the souls location as if by a Plane Shift spell (self only). Before the end of the duration you choose whether to remain there or return to your initial location. At the end of the duration you gain three levels of exhaustion.
DC 30: All of the above, plus you can draw the soul out of the orb and into your world for the rest of the duration. During that time, any resurrection spells cast on the soul instantly restore it to life. In the case of spells that require the touch of a dead body, you may provide another dead body for the soul to inhabit. The Fading Soul Resurrection Rules apply. At the end of the duration you and the newly resurrected creature both gain four levels of exhaustion.
Using the orb more than once per day is very dangerous and the user risks suffering unpredictable consequences. (DM's discretion)
Ultra-transparent tiny orb that could fit perfectly in a halflings hand. Its so transparent that when its completely still on the floor a Wisdow (Perception) check with DC 12 is needed in order to notice it.Unknown?Many claim that when someone dies, a star falls. Hags can prove this to be right, as they have mastered the art of tracking down a falling star and acquiring it. Most of them land in the form of a tiny, extra-transparent orb. These magnificent and extremely rare items are called Orbs of Lost Souls.

Grimskovdm
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Timurik's Bottomless BagLegendaryThis bag has an interior space considerably larger than its outside dimensions, roughly 200 feet in diameter at the mouth and 400 feet deep. The bag can hold up to 50000 pounds, not exceeding a volume of 6400 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an bonus action. Entering and exiting from the bag requires a action.
As a action you can shout the command word, “Two of Three” the mouth becomes a portal to the Astral Plane, with the and objects and creatures that are inside it trapped until the command word is said again and the bag reverts back to normal.
The bag cannot be pierced, torn, or destroyed, and is indestructible. If the bag is turned inside out, it will reverts back to its outside exterior. Breathing creatures inside the bag can survive up to a number of days equal to 10 divided by the number of creatures inside (minimum 1 day), after which time they begin to suffocate.
Destroying the artifact: To destroy the bag you have to turn the bag inside out for 10 days straight, after 10 days it’ll turn in on itself and disappear.

A similar design to that of a Bag of Holding, execpt instead of a smiling humanoid face, it's that of a beholder with one large glaring eye for the bag's clasp.55000 gpA item created by Timurik the Beholder, who'd turned to the side of good when he drew from the legendary Deck of Many Things. Now, acting as a exter-planar merchant in his own bazaar where he sells wondrous items he conjures up from his dreams.u/TaintedKage
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Bell of EntropyLegendaryThe user can as a action ring this bell to summon a effect that has a radius of 300 miles targeted at the wearer, roll a d8 on the table. The user is also affected by the artifact.
1. All creatures within the radius immediately die and cannot be brought back by any means.
2. All inanimate matter that is not worn or being held by a creature is converted into heated glass. Any creature touching any affected matter takes 6d6 fire damage per round.
3. All breathable air in the area disappears and cannot appear in the area. A wall of thick air is made around the radius that is 10 ft. thick that is treated as difficult terrain, flying and small sized creatures cannot pass through.
4. All sense of feeling in the area is removed, all creatures are treated as having the blinded condition in this area, no matter what ability of sense they process.
5. A bubble of caustic acid takes up the area permanently. Any target in the bubble must make a DC 30 constitution saving throw or take 22d6 acid damage or half on a save. The bubble disappears once all targets within it are completely destroyed.
6. Gravity with in the area is permanently gone.
7. All living creatures and plant life within the range must make a DC 22 constitution saving throw or take 10d10 necrotic damage.
8. The affected area becomes a permanent anti-magic field.
Destroying the Artifact: In order to destroy the bell, entropy of the universe it resides in must be stop, when this is achieved it can be easily crushed. When destroy entropy resumes as normal in the universe.
A simple silver bell adorn with depictions of angels and birds.75,000 gpThe Bell of Entropy was never meant to be a thing, but was left behind as a mistake, a way of process to undo something that can’t be redone. This angel adorn silver bell can bring forth the apocalypse to the realm it finds itself resting in, waiting for it to be use.u/TaintedKage
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Swine Soul SiphonerLegendary
(requires attunement)
This petrified porker hungers for the souls of its porcine brothers and offers power in exchange. Whenever a boar is killed by the bearer of this 2-foot-long stone swing, its soul is captured and contained within the Swine Soul Siphoner. Each soul within allows the wielder to increase the damage of their cantrip spells by one point per soul. The Swine Soul Siphoner can contain up to 65,340,285 boar souls at a time.A small Black pig with a dark orange pentagram on the side.u/CactusBearPig
original idea from Dawnforgedcast
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Orb of Elemental ExchangeVery Rare (requires attunement by an arcane spellcaster)This orb can be used as a spellcasting focus. When you cast a spell which deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell).50,000 gpIt is said to have been formed on the ethereal plane at a time and place of collision between many different elemental planes.NonaSuomi282
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Unending Bag of MarblesUncommonThis small brown/black bag that has a drawstring attached to it can be opened to throw marbles onto the floor in a 15X15 ft area infront of the user. When anyone enters, leaves, or begins their turn in this area they must succeed a DC15 acrobatics or fall prone. This area is considered as difficult terrain. The owner of the bag can say a keyword to make the marbles return to the bag. If the bag is ripped, torn, or damaged in any way it loses it's magical properties.A small brown/black bag that looks like it contains a few gold coins.1,500 gpIt is said that a prankster rogue had created this item in an attempt to distract people while he robbed them blind. /u/StrangerFeelings
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Shifting Musician's toolsLegendary, (Requires attunement.)This item can change from one instrument to another at the will of the owner. This item can only take the form of musical instrument. When used, the user gains a +2 bonus to all bardic magic along with a +5 bonus to performance checks. This item can not be forceibly removed from the user, nor can be dropped. The only way for this item to be released is if the owner willingly gives up the item, or dies.A small set of musical instruments that shift from one to another while not being used. They are small enough to fit in the palm of your hand until the owner decides on what instrument it will take the form of.5,000 gpThese instruments where created by a legendary bard that had gotten tired of having to carry around many diffierent types of instruments./u/StrangerFeelings
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Ring of Sleeping DragonVery Rare, (Requieres attunment.)While wearing this ring you make no sound, regardlessof what you are holding, the surface you are moving across, or how loud you shout. You have a +2 bonus and advantage on Stealth rolls A small ring with a carving of a curl-up black dragon1200 gpIt was created by the greatest spy as the ultimate assassination tool, but it was lost after the agent was captured/u/Bahamut_tumahaB
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Breath of the DragonConsumable - Legendary1 Serving of this drink grants the following bonuses for up to 24 hours:
Legendary Resistance (1): If you would fail a saving throw, you can choose to succeed instead.
Legendary Action (1):
At the end of an enemy's turn, you can take a single action.
Dragonflight (1):
As a bonus action, you may sprout wings for a few moments. The turn you use this, you have a fly speed of 80 ft.
Blindsight
30ft, Darkvision 60ft.
You have advantage on Wisdom saving throws and are immune to being Frightened
(1)
denotes a single use of the ability within the 24 hour period.
A shimmering golden liquid, held within a small, ornate barrel. It seems exceptionally dense, and has the consistency of honey. When drunk, it immediately induces a painless burning sensation throughout the body, which usually lasts an entire day. Repeated ingestion is not recommended, as the painless burning sensation quickly progresses to a burning sensation, then to burning.10000 per servingVery few barrels of this drink exist - brewing it requires the assistance of a golden, brass or red dragon over a significant period of time. Some very select monasteries or druidic enclaves may possess a single barrel of it over their entire existence. /u/evillittleweirdguy
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The lantern of the Black CarriageVery RareWhen the wick inside is lit, a blue flame ignites and the lantern begins emitting a soft blue glow and a lamppost extends from the lantern in the spot it was lit. Over the course of five minutes, a radius of 15ft around the lantern is shifted into the astral plane as you hear hoofbeats approach. Once five minutes has passed, a large black carriage pulled by a team of 4 ghostly horses will appear. The carriage is large enough to accommodate up to 8 people, with benches on the front and back, and two small seats between the doors on either side. The seats have red cushions. The carriage is driven by a tall skeleton named Nepherum wearing a set of black noble's garb. He talks if spoken to in a cordial but business-like manner. He always reminds whoever summons him to grab the lantern off the lamppost. The black Carriage may be used any number of times per day and allows one to travel to anywhere on the material plane at a rate of 5x faster than it would take to get there with a normal horse and carriage. It will not enter dungeons or buildings, as it needs space to stop and the lampost to extend to it's full height. It also will not go near places Nepherum deems dangerous, such as near Liches or other creatures that can detect the presence of the carriage. It will not go to other planes, and if the lantern is lit anywhere other than the material plane, the effect will not happen. Once the Carriage arrives at it's destination, one must simply douse the lantern in order to arrive back on the material plane after five minutes. Nepherum strongly suggests not lighting the lantern in cities, towns, or other civilized areas, as it runs the risk of trapping innocent bystanders in the astral plane. Nepherum also states that while using it in combat might be useful, he won't arrive if he feels the carriage might be in danger from a dragon that came with you, for example.This gothic looking black lantern sheds no true light when lit.50000 gpThe Black Carriage was once the carriage of Death itself, and it would use it to arrive at any destination it needed to. One day, a wizard challenged Death to a duel of wits, with the carriage going to the wizard Nepherum if he won and Death gaining his soul if he lost. Through a stroke of luck and trickery, Nepherum won the duel, but Death vowed to gain Nepherum's soul one day. Nepherum bound the Carriage to the Lantern, and used the Carriage to outrun Death Numerous times, but eventually fell to disease as no cleric would heal him, as they saw the spectre of Death looming over him every time. With nowhere left to run, Death finally took him and as punishment, cursed him to drive the Carriage for all eternity. However, Nepherum hid the lantern before he died, and so now the carriage forever sits beyond Death's grasp

Crafting the Black Lantern is technically possible, one merely needs a lantern, ectoplasm, and 50,000gp of spell components, and the ability to cast the Astral Projection spell on the lantern every day for 1 year.
/u/Captdomdude
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Candle of InnoscentsRare (consumable)When lit, the smoke from this candle soothes those nearby. Any creature that takes a long rest while within 20ft of this burning candle may remove 2 levels of exhaustion instead of just one.A simple black candlestick with a simple silver handled wax catcher500 gpMade by a restless sorcerer who was cursed to be tired forever after being falsely accused of stealing a hag's kettle. The sorceror made 200 of these candles in hopes of actually awakening feeling refreshed.

The Candle of Innoscents can be crafted by mixing the wax drippings of the previous candle with new wax and enchanting it with the minor restoration spell and crafting the wick with 10 gp of incense. Only one candle can be crafted in this manor, and the previous candle will no longer work should there be anything left over.
Original idea from /u/Caseworks, flavor by /u/LtWilhelm
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The Mysterious TomeLegendaryWhen first picked up, this book looks like an ancient tome and appears extremely useful for the finder. A wizard may see a arcanemage’s spell book, a paladin may see a rare text of their deity, and a barbarian may see a Kama Sutra of killing techniques, whatever the finder might be subconsciously seeking.
After the book spends a short rest attuning to the finder it’s true identity is revealed as A Punderful Book by A. Uthor the Master Debater. On touching the book, it exclaims “A new hand touches the tome!”. Any time the book is opened a magical voice will deliver a random or situationally appropriate pun. The book is immune to any magical effect to silence it. Furthermore, at moments of intense discussion the book will emit a pun, no matter where it is stored on a person. Groans, silent contempt, and pun-pain feed the book, the more it consumes the worse and more often the puns become.
While the finder possesses the book, their AC is increased by 1 so they can deflect the hate that will surely come from their friends and enemies alike. Furthermore, the finder can cast the Vicious Mockery cantrip, DC 17, as the book shouts a random pun at an enemy harming them down to their very soul. Once per day the finder can cast Tasha’s Hideous Laughter, if they shout a quality pun, with a DC 17 save.
If the finder attempts to remove the book from their person, the book will magically return to them within the hour as if from thin air. If the book is placed in a Bag of Holding or a Bag of Devouring it will fly out of the bag at the person attempting to place it there. That person must make a DC 13 Dexterity save and take 1d4 bludgeoning damage on a failed save.
The book is immune to any attempts to destroy it by physical means such as weapon attacks or crushing or magic effects such as Dispel Magic or Remove Curse. The only exception to this is the Wish spell which will remove the book from the finder’s possession for one week before the book magically re-appears in their possession.
The only way to remove the book permanently is to throw it into a volcano while offering up the greatest pun to The Pun Ggod. Only then is the book removed from the finder’s possession and thrown into the world for a new mortal to discover.
When first picked up it first appears as a book appealing to the wielder. After attunement it's true form is a book titled "A Punderful Tome" by A. Uthor the Master Debater. UnknownArthur Uthor the Master Debater was a bard far ahead of his time. Hated by all crowds that listened to his routine due to his terrible use of puns, he was killed by an angry crowd one night outside of a tavern. But even in death he got the last laugh, literally as his final laughing words were “What are you gonna do, stab me?” He died with by a record number of stabs to the everywhere. But his spirit lives on inside of ‘A Punderful Book”, spreading his hated humor to any and all within earshot/u/TheHorsemanOfWar
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Mask Without FaceRare (Requires Attunement) CursedAs an action, the wearer can cast pass without trace.

The wearer also has advantage on deception checks.

After the curse activates (DC 25), the wearer is blind and has vulnerability to radiant damage.
This featureless white mask contains a subtle magic, but is more powerful than it lets on.
To remove the mask, the wearer must succeed a DC 15 Charisma saving throw. This check can be attempted once per day, resetting at dawn. The mask can also be removed with the remove curse, greater restoration, or wish spells.

Every time the wearer uses the pass without a trace feature, or gains advantage on a deception check due to the mask, the DC to remove the mask increases by 1, up to a maximum of 25. Once the DC becomes 25, the mask's curse activates, blinding the wearer and giving them vulnerability to radiant damage.
5,000 GPThe mask is said to have been made by an order of shadow monks who believed that sight was a price they were willing to pay in order to achieve the ultimate stealth. Only one of these masks was ever created./u/aeyana
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Neverburning TorchVery Rare (Requieres Attunment)When the carrier's hp reaches zero, the torch ignites and, within a radius of 10 feets, flames are released that deals 2d8 of fire damage and become difficult terrain. For each failed save the fire deals 1d6 extra damage. The carrier gains immunity to fire and +2 to his AC.
   The effect ends when the carrier dies or is stabilized. The torch has 1d4+ :1 charges. The torch gains 1 charge each time it is used to kill a humanoid.
A jet black torch, with an inscription in gold upon its side: “Only in your hour of darkest need will I light.” All attempts – magical or otherwise – to light the torch will fail.Unknown
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Bag of With-holdingRare (Cursed)By all appearances this item appears to be a regular Bag of Holding, however it is much more. Bound within this Bag of Holding is a greedy entity, that will make itself known the first time a character attempts to remove an item from the bag. Incredibly selfish, the bag will not give up a single item, no matter how mundane, without a fight. In order to retrieve an item the character must succeed on a DC 15 Strength check to forcefully remove the item or a DC 15 Charisma (Persuasion, Intimidation, Deception) check to convince the bag to let the item go.

The bag can communicate with any creature that comes into physical contact with it and can understand any language.
Appears identical to a Bag of HoldingUnknownUnknownu/glynstlln
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Beast Master's BondVery Rare (Requires attunement by a Beast Master Ranger)When the bracers are worn by a Beast Master/Beast Conclave and the collar is worn by the masters companion, both receive the following magical enhancements:

* The companion's attacks are now considered magical for the purposes of overcoming resistance to mundane damage.
* The Animal Companion gains a +1 bonus to its attack and damage rolls.
* While within 10 feet of each other, the Ranger and the companion gain a +1 to their AC.
* Once per long rest, the Ranger can use their action to cast Enlarge targeting both the companion and the master.
A matching set of bracers and a collar.UnknownThis item must be either crafted by the Ranger or commissioned by the Ranger to either a fellow Ranger Beast Master, Elvish Blacksmith, or Druid. The item is crafted using; the hide of an animal slain by the ranger and the companion together, an ounce of blood from both the Ranger and the companion, special herbs and oils, and must be crafted under the light of a magical event such as the Solstice, the Blood Moon, a Full Moon, or an Eclipse.

Alternatively, the item can be found as loot, but must be attuned to the Ranger and their companion during one of the magical events listed above.
u/glynstlln
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Lantern of The Rat LordRare (Requires attunement)Once per long rest, a character attuned to the lantern can use their action to call forth a swarm of rats to their aid. The swarm follows the stat block within the Monster Manuel but its appearance may change based on location and environment. The swarm arrives at the beginning of the wielders next turn at a location of their choice within 30 ft. and obeys all commands given to it by the wielder of the lantern.

When a rat swarm is within 5 ft of the character that is attuned to the lantern and that character is subjected to an attack requiring an attack roll, the character can use their reaction to cause the rat swarm to briefly move into the characters space and intercept the blow, using a Rat Swarms AC and HP. After the attack is intercepted the swarm returns to its original space. The rat swarm lasts for 1 minute or until it's HP is reduced to 0.

The Lantern of the Rat Lord can also be used to ritual cast the spell; Find Familiar. When the Lantern is used in this way, the holder does not need to provide the material components and the familiar must manifest in the form of a rat.
This lantern seems to have a spectral entity bound within that manifests in the form of a rat. This lantern provides light like a normal lantern.UnknownUnknownu/glynstlln
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Cape of The MazequinLegendary (Requires attunement)Once per day, a creature that is attuned to this cloak can use their action to raise it's hood and activate the enchantment. For 1 hour creatures that would observe (sight, sound, smell) the wearer must succeed on a DC 18 Charisma Saving Throw or be charmed.

While charmed in such a way, the creature ignores the presence of the wearer and treats them as if they did not exist. Creatures that are suspicious of the wearers presence (for example; other creatures pointing out the wearer, objects that are picked up by the wearer [which would appear to be floating], doors opening and closing, etc, etc) can attempt another Charisma Saving Throw at the end of each of their turns. Creatures that succeed on the saving throw are immune to the Cape's effect for 24 hours.

Creatures that are targeted with a hostile action by the wearer (attack, spell, push, etc) make Charisma Saving Throw with advantage after the action is performed (all following Charisma saving throws by the creature for the Cape of the Mazequine are made at advantage as well).
VariesUnknownUnknownu/glynstlln
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Sorcerer's SandLegendaryThis solid white sand is made from the crystalized bones of powerful Sorcerer's and is steeped in magic. This sand can be substituted for the material component of a spell with a required value of less than 1,000 GP.

Using Sorcerer's Sand as a component increases the power of the spell as follows;

* Sorcerer's Sand can be used to increase the power of the spell by one spell level per ounce used.

* Multiple ounces of Sorcerer's Sand can be used to increase the Save DC or To-Hit of a spell. To increase the Save DC or To-Hit a number of ounces must be used equal to the desired increase times 2, for example; a +1 modifier will take 2 ounces, a +2 modifier will take 4 ounces, a +3 modifier will take 6 ounces, etc.

A bag of Sorcerer's Sand is usually found with 2d6 + 2 ounces.
Solid white sand that glitters like glass in light.UnknownUnknownu/glynstlln
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Tome of Cantrip MasteryVery Rare (Requires attunment by a spell caster)This tome functions similarly to how a wizards spell book funcitons, however this tome is used to record cantrips. A creature attuned to this tome can spend an hour of downtime and 10 gp to record a cantrip they know or have a spell scroll for within the tome.

Once per long rest a spell caster attuned to this tome can chose a number of cantrips equal to half their proficiency modifier (rounded down) and can add those cantrips to their list of available cantrips.

Cantrips from any class can be recorded within this tome, however an attuned spell caster can only cast cantrips that are part of their spell list. The Magic Initiate feat can open up a second classes cantrips for use, but they still use that classes spell casting ability.
A mystical tome very similar to a wizards spell book.UnknownUnknownu/glynstlln
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Warlords BountyArtifact (requires attunment)Warlords Bounty has three states; dormant, awakened, and ascended. Warlords Bounty is typically acquired when it is dormant and each additional state can be unlocked by performing an especially heroic act. Though a DM may determine another criteria.

Dormant:
* Each of these bracers are linked to a small demi plane. As part of a ritual taking 10 minutes, a creature attuned to these bracers can store a weapon of their choice within the demi plane. Each bracer can store a number of weapons equal to the wearers proficiency bonus.
* As a bonus action the creature can bring forth one stored weapon in each hand, or return one weapon in each hand to the demi plane.
* These bracers also function as a set of Gloves of Missile Snaring.

Awakened:
* A creature attuned to these bracers can now call forth or send back a weapon as part of an attack, rather than as a bonus action. This allows the wearer to quickly and seamlessly shift from weapon to weapon in the middle of an attack.
* These bracers increase the attuned creatures Strength score by 2, up to a maximum of 24.
* When an attack is made against the creature attuned to these bracers, it can use its reaction to add its proficiency modifier to its AC.
* Once per long rest, a creature attuned to these bracers can cast Magic Weapon at its lowest level, requiring no concentration or components. The spell must target a weapon linked to the bracers.

Ascended:
* While attuned to these bracers, a creatures Dexterity increases by 2 up to a maximum of 24.
* A creature who is attuned to these bracers gains the Extra Attack feature if they do not already have it. If they already have the Extra Attack feature, their Extra Attack increases by one.
Dormant
* A set of leather bracers with a number of iron studs equal to the attuned creatures proficiency modifier on each bracer.

Awakened
* A set of iron bracers with a number of silver charms equal to the creatures proficiency modifier that attach at the upper cuff of the bracer (away from the wrist).
* Each charm takes on the form of one of the items stored within the bracer.

Ascended
* A set of mithril bracers with a number of exquisit gold and diamond engravings equal to the creatures proficiency modifier running the whole of each bracer.
* Each engraving takes the form of one of the weapons stored in the bracers.
InvaluableUnknownu/glynstlln
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Prismatic Gauntletrare (requires attunement)This silver gauntlet has six small sockets in the back of the hand, and a larger socket in the palm. While all sockets are empty, this gauntlet functions only to make unarmed strikes with it count as magical for the purposes of overcoming resistances to nonmagical damage.
6 different magical gemstones can be crafted to fit into the sockets on the back of the hand, and each type socketed will enable a different cantrip to be cast from the gauntlet, as well as allowing the ability to cast a different damage type chromatic orb from the gauntlet by using one or more charges. The spell is cast at a level equal to the number of charges used. Each gemstone set into the gauntlet will add 2 maximum charges to the gauntlet, starting at no charges with no gemstones equipped, and a maximum of 15 when fully complete. The gauntlet regains a number of charges daily at dawn equal to 1d6 + the number of gemstones socketed.
Spells cast using the gauntlet that require a saving throw use a DC of 13 + the number of gemstones socketed. In addition, spells that require require an attack roll use a bonus equal to your spellcasting modifier + the number of gemstones socketed, rather than your proficiency bonus.
In addition, a Prismatic Diamond can be crafted and set into the palm of the gauntlet once there is a gemstone of each type below socketed. Once all 7 gems are socketed, the gauntlet gains several benefits.
The gauntlet now regains 1d8 + 7 charges daily at dawn instead.
The gauntlet gains the ability to cast the color spray spell using a number of charges equal to the level you are casting the spell at.
Using 5 charges, you can use an action to target a creature within 30 feet. That creature is subjected to one of the rays of your choice listed in the prismatic spray spell.

Ruby Gemstone - fire bolt and fire damage
Citrine Gemstone - acid splash and acid damage
Topaz Gemstone - shocking grasp and lightning damage
Emerald Gemstone - poison spray and poison damage
Sapphire Gemstone - ray of frost and cold damage
Amethyst Gemstone - thunderclap and thunder damage

Each gemstone is counted as an uncommon item for the purposes of crafting.
A silver gauntlet with 6 sockets in the back of the hand, and one larger socket in the palm.1,000 gp (+250 gp per gemstone socketed)
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The Twisted HorseshoeLegendary (Requires attunement)Whenever you make an attack roll, an ability check, or a saving throw, instead flip a coin. Heads is a critical success, Tails is a critical failure.An iron horseshoe with one end bent upwards.10,000 gpThere are many that consider horseshoes to be lucky if you hang them with the ends pointing up, but unlucky if placed upside down. The Twisted Horseshoe embodies both of these extremes.

A Twisted Horseshoe can be crafted with a horseshoe and a diamond worth at least 1000 gp, which are both shattered if the crafting fails. When attempting to craft a Twisted Horseshoe, roll two d20s. The crafting is only successful if one die is a 20 and the other is a 1.
Kertis Jones
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Croon's HammerLegendary (requires attunement)Can break open any inanimate structure in a single blow. It will destroy a wall, a cell, a cart, a vault, ect, with a single tap. Has the effect of a normal hammer when used on any living being. Can only be used once per 24hrs.Appears as a normal handheld smiths hammer.100,000 gpThe great locksmith Alexavier Croon used this magical hammer to open the front gates of The Serpents Citadel. Thought impossible by the King and his men they were powerless to stop the hatching of hundreds of thousands of yuan-ti. The king called upon all the nations locksmiths to help him break into the Citadel. When alexavier said he could do it with a small hammer he was a laughing stock. When he succeed in a single blow they stormed the castle and saved the city from the impending serpent explosion. He went on to amass treasures great and small. It is said that the hammer was buried with him and his gold such that no one else could steal it./u/partypatch, Deadboxgames.com
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Staff of the Grand MagusVery Rare (Requires attunement by a Sorcerer)Immediately after you see a spell cast within 60ft of you, you may attempt to remember the essence of that spell. Make an Arcana check against 10+ the spell's level. On a success, that spell becomes a sorcerer spell for you, and you know it. You may only know one spell this way, and any spells known this way are forgotten after one minute. If you would learn another spell while you already know one this way, you may choose one to keep.A simple wooden staff, topped by a large vibrant green crystal, edged with gold.10000 gpOnly the most experienced sorcerers even dream of holding this staff. It allows the copying of the arcane energies of other magic users, such that you may turn their most potent spells against them./u/evillittleweirdguy
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Book of Brutal MockeryRare (requires attunement)Any creature capable of speaking the language this book was written in (determined by DM) can attune to this item, and while doing so they can cast the cantrip vicious mockery at will, using charisma to determine DC. Furthermore, when the target fails the saving throw, they take additional psychic damage equal to the caster's charisma modifier.An old book hailing from a... less peacable era. Earmarked by use and yellowed from time, this book was compiled by long ago by a rude Kenku who needed a reservoir of mean names to call people. Filled with slander and derision, the book over time absorbed the wickedness of those who provided it material as well as the anger of those who it was used against. Some claim they can hear the faint sound of cackling as they turn its pages.500 gpAssembled over time by a mean spritied Kenku. Maxiom9
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Wizard's SpectaclesRare (Require Attunement) A dusty old pair of half-moon glasses, these were said to belong to a master of the arcane long ago, now certainly long dead. Due to his frequent interactions with magical forces, however, he saw it fit to enchant his spectacles, and as such they remain useful long after his passing. When attuned to the glasses, a creature can perceive magical effects as per detect magic at will. However, they were made to match his vision specifically, and as such impose a -2 on passive perception and all perception based ability checks, unless you're lucky enough to have the same prescription.
Simple pair of half-moon glasses with a light metal frame.
1000 gp
Put together by a scholarly archmage with poor vision.
Maxiom9
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The Gibbering HeadLegendary(Requires Attunement)While attuned to The Gibbering Head, it floats and orbits just above your head. As a free action you can cause it to become invisible to all creatures without Truesight. While attuned to this fleshy mass, you learn the Viscious Mockery cantrip, it does not count toward the number of cantrips you know, you also understand all languages you hear. As an action, you may utilize one of a Beholder's eye beams, rolled randomly with a 1d10. You cannot use this feature again until you take a short or long rest.
The Gibbering Head is a fleshy mass which resembles a very small Beholder, however it lacks any intelligence and stares vacantly. The eye-stalks seem incomplete and writhe around in random directions. The flesh is thick and wet to the touch and is a soft pink hue across the body. The central eye is bright blue with the iris being slightly clouded. While attuned, The Gibbering Head whispers gibberish that only you're able to hear.InvaluableThe Gibbering Head was brought into the material plane through the dreams of Siadrys, an ancient Beholder. Siadrys dreamt of a family and young Beholders obeying its orders as if it were their parent. When Siadrys awoke, multiple inert and vacant imitations of itself lie on the ground. Disgusted, Siadrys threw them out of its lair leaving them to elements. Supposedly only one of these survived.Atomic Froth
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