Sun Serpentweapon(quarterstaff), very rare (requires attunement)

This quarterstaff is made from a pale wood and a segmented serpent is carved along its length with its head at the top of the staff. Its eyes are set with large turquoise and several smaller stones stud its back.
This item can hold 10 charges and regains 1d10 expended charges each day at dawn if you are not underground when the sun rises.
As a bonus action you tap the staff on the ground and the eyes shine a cold blue as if the cantrip Light was cast on them. You can tap the staff on the ground again to end this effect.

Prince of Lightning

While the serpent’s eyes are glowing you can choose to expend a charge as an action. When you do so the whole staff crackles with energy and the turquoise stones shine brightly before a searing blue beam erupts in a 1-foot-wide 60-foot-long line from the snake’s mouth. Each creature in the line must make a Constitution saving throw DC 17. On a failed save, the creature takes 3d8 Fire damage, 3d8 Lightning damage, and is Blinded until your next turn. On a successful save it takes half as much damage and is not Blinded. Additionally, this effect dispels any magical darkness in its area.

Lord of Flame

As an action you can expend all remaining charges to create a massive mote of brilliant blue light. All the stones on the staff suddenly pulse and a 10 foot sphere of light coalesces 50 feet above your head. This mote sheds bright light in a 250-foot-radius, and dim light out for an additional 100 feet. It lasts for the next 10 minutes before disappearing with a roar.
This light is considered sunlight and dispels any magical darkness in its area. Additionally, any creature in the radius that looks at the mote of light must make a Constitution saving throw (DC 17) or be Blinded for the next minute. A creature blinded by this effect may make another Constitution saving throw at the end of each of its turns, and on a success is no longer Blinded.
After using this feature you can’t use it again for the next 2d6 days.

Curse. If the snake has not has blood dripped in its mouth in the last month each time you expend one or more charges you take 1d8 Lightning damage.

very rare
Desert's Reachweapon(halberd), rare (requires attunement)

This halberd’s angular head is made from a glistening bronze, and its handle is a highly polished light ash.

Once per short rest as an action you can sweep the halberd around you to create a 30-foot-radius sphere of thick whirling sand centered on you.
The cloud of sand spreads around corners, and its area is heavily obscured for all creatures except you. The cloud lingers in the air for the next minute or until a strong wind disperses it.
Each creature, except yourself, that is completely within the cloud at the start of its turn must make a Constitution saving throw DC 13. On a failed save, the creature spends its action that turn coughing and can not speak. Creatures that don’t need to breathe automatically succeed this saving throw.

While you are holding the halberd you can cast the Mold Earth cantrip and you can have up to 4 of its non-instantaneous effects active at a time. Additionally, for the sake of any spells or cantrips you know, including Mold Earth, sand is now treated as dirt.

Frost Giant's Chainmailarmor(chainmail), very rare (requires attunement)

When you find this chainmail it appears to have a thin film over it and is trimmed with white fox fur. When you touch the armor it is immediately obvious that the film is frost as the metal is as cold as ice.
This item has 5 charges and regains all expended charges each day at dawn.

While you are attuned to this armor you have resistance to Cold damage and are impervious to extreme weather, both cold and hot. Additionally, you know the Frostbite cantrip if you did not already.

Numbing Aura

All terrain around you in a 10 foot radius ices over with a magical frost and is considered difficult terrain for creatures other than you. The radius of frost moves with you but does not damage any plants or objects that it freezes. Additionally, any enemy creature that ends their turn on this ice can not take reactions until their next turn.


At the beginning of your turn you may choose to expend a charge to gain 1d4+1 temporary hit points at the beginning of each turn for the next 10 minutes as the armor slowly builds up its layer of frost.

Arctic Snap

As an action you may expend 2 charges as you snap your fingers to freeze the enemies around you. All enemy creatures within 30 feet of you must make a Constitution saving throw. On a failure they take 3d8 Cold damage and are Restrained for the next minute as ice races from your feet to clutch at their legs. On a success they take half as much damage and are not Restrained. A creature who is Restrained by this effect can repeat the saving throw at the end of each of its turns. If you are not a spellcaster you use your Constitution modifier as your spellcasting ability for this effect.

very rare
Circlet of The Tidewondrous, very rare (requires attunement)

This crystal circlet is a deep aqua crested with white and in its center is set a gold symbol.
When you attune to this item 6 spheres of water, each 3 feet across, manifest as if drawing the water from the air itself before shrinking to the size of a fist and orbiting your head.
This item has 6 charges, represented by the orbs of water, and regains all expended charges at dawn.

If you are not a caster all magical effects of this item use your Wisdom as your spellcasting ability. While you are attuned to this item you are able to breathe underwater as if it was dry land and have a swimming speed equal to your movement speed.

Ebb and Flow

While attuned to this item you know the cantrip Shape Water if you did not already. When you cast this cantrip you can choose to cast it again as a free action. Additionally, you can have up to 4 of its non-instantaneous effects active at a time.

Tides of Battle

As an action you can expend a charge to fire a sphere of water at the ground. When it strikes the ground a wave of water splashes out in an area up to 30 feet long, 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 Bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames within its area and within 30 feet of it.

Sphere of Influence

As an Attack action if you still have at least one charge remaining you may make a ranged spell attack against a target you can see within 30 feet. If you are able to make multiple attacks with the attack action this replaces one of them. When you do so one of the spheres of water orbiting you suddenly expands and flies towards the target before returning to its previous place and size. On a hit you deal 3d8 magical Bludgeoning damage.

circlet, headband
very rare
Surtr's Infernal Amuletwondrous, very rare (requires attunement)

This glass amulet is not polished as a glass bottle would be but is instead appears unfinished and crude. Beneath the rough surface you can see the flickering of a blazing fire and feel its warmth against your skin.
This amulet has 6 charges and regains all expended charges at dawn.

If you are not a caster all magical effects of this item use your Constitution as your spellcasting ability.
While wearing this amulet you have resistance to Cold damage and are not affected by extreme cold conditions. Additionally, you are immune to any magical fire that you create.

Undying Flames

While attuned to this amulet you know the Create Bonfire and Control Flames cantrips if you did not already.
You can cast these cantrips as bonus actions, they do not require concentration, and their duration is considered indefinite. They last until you dispel them, you fall unconscious, or you cast them again.

Searing Aura

As a bonus action you can expend a charge to call upon the flames within the amulet and the air around you begins to shimmer with a sweltering heat. For the next minute any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d8 Fire damage.

Immolating Burst

As an action you can reach out your hand and expend a charge to cause a fiery outburst. The flames within the amulet pulse and a line of fire 5 feet wide and 30 feet long flares from your palm. Each creature in the line must make a Dexterity saving throw. A creature takes 5d8 Fire damage on a failed save, or half as much on a successful one.

very rare
Cloak of the Stormwondrous, very rare (requires attunement by a spellcaster)

This black cloak has a hint of blue with silvered threads dashing through it. When in motion it appears as if the threads are electrical energy crackling off the fabric. Inside the hood a silver insignia of Talos has been carefully stitched. This cloak has 12 charges and regains all charges at dawn.

While wearing this cloak you know the cantrip Gust if you did not already and can cast it as a bonus action.

Winds of Change

As an action you can expend a number of charges to create a vortex of howling winds. When you do so choose one 5 foot space within 120 feet for each charge. Large or smaller creatures within 15 feet of a target space, but not in a target space, must make a Strength saving throw or be pushed 10 feet away from the nearest targeted space.

Energizing Presence

All allies within 10 feet, including yourself, are affected by the energy pulsing around you and have a +5 bonus to initiative.
Additionally, as a reaction you can expend a charge to grant one creature you can see advantage on Dexterity or Strength saving throws until the end of their next turn.

Lightning Mastery

When you cast a spell that deals Lightning damage the air around you tingles with energy. You may choose a number of enemy creatures up to the level of the spell slot expended within 30 feet of you. Each target creature takes 1d4+1 Lightning damage as tendrils of electricity reach out from your robe.

very rare
Lesser Armory of Asmodeuswondrous, very rare (requires attunement)

The object you see before you is best described as an ever-undulating ball of liquid mercury with a red glow deep inside its core. The closer your hand gets the more it seethes.
This item has 6 charges and regains all expended charges at dawn.

As an action you can command the orb to transform into any simple or martial weapon of your choice, When you do so it rapidly bubbles and cools before floating into your hand. If it is already transformed you can command it to transform in your hand, or back into it’s orb form, as a bonus action.
Any metal it transforms into is a dark iron, and any wood is ebony. Every weapon has large claws are carved into the handle, and a ruby is embedded into it somewhere. If the weapon it transforms into has the ammunition property each time you attack with it a piece of ammunition made of black iron materializes and then disappears again after it strikes. These weapons always count as magical for overcoming resistances. When not stored in a container the orb floats right beside you just above waist height. If it is not at your side you can summon it to you, and command it to transform, as an action.

Flash of Wrath

When you hit a creature with this item you may expend a charge to create three bolts of crackling black energy that leap from the creature to as many as three other creatures within 30 feet of the first. A creature can be targeted by only one of the bolts. Each target, including the first creature, must make a Dexterity saving throw DC 15. A creature takes 8d6 Lightning damage on a failed save, or half as much damage on a successful one.

Overwhelming Charisma

As an action you may expend 2 charges to shout a command in Infernal. When you do so choose a number of creatures up to your Charisma modifier (minimum 1) within 60 feet to make a Wisdom Saving throw with a DC equal to 14 plus your Charisma modifier (minimum 14). On a failure a creature falls prone and spends their next turn groveling.

very rare
Greater Charm of the Eyewondrous, rare

This amulet is three golden eyes hung on a set of three connected chains. A large eye, half closed over a ruby, and two smaller eyes just above it on either side.
While wearing this amulet when you make an opportunity attack against a creature you may make up to two additional opportunity attacks before the beginning of your next turn so long as you do not make more than one opportunity attack against any creature.

Additionally, as a bonus action you can activate the amulet and the two small eyes snap open. When you do so you gain Truesight out to a range of 30 feet for the next 10 minutes. During this time you can not suffer from the condition Blinded. This feature can not be used again until the next dawn.

Curse. When a creature puts this amulet over their head it tightens around their temples and the largest eye snaps open. It cannot be taken off unless the curse is removed and the chains cannot be broken despite their dainty appearance.
While wearing this charm you automatically fail saving throws against being Blinded, and have disadvantage on Wisdom saving throws against Beholders, Death Tyrants and Spectators. If you are charmed by any of these creatures the duration of the charm is permanent unless the curse is removed or the enchantment is broken by Dispel Evil and Good (Break Enchantment).

Derrahk's Stone Javelinweapon(javelin), rare (requires attunement)

This javelin is heavily weathered and is carved out of a single piece of what seems to be solid stone but is strangely light to be made of such a dense material.
It has 3 charges and regains all expended charges each day at dawn.

While you are on solid ground as a bonus action you can reach a free hand to the floor and speak its command word. When you do so if the javelin is on the same plane as you it disintegrates and rises out of the ground to meet your hand.

Additionally, if you hit a creature with this weapon you can choose to expend a charge. When you do so the creature must make a DC 16 Constitution saving throw or be Restrained for the next minute as a coating of stone creeps up from the ground and covers their legs. The creature may, as an action, attempt a DC 16 Strength saving throw to break free.

Remorhaz's Plate Armorarmor(plate), rare (requires attunement)

From the jutting angles and rough texture of this snow white plate armor you can tell its obviously crafted from some form of chitin. The underside of each piece of plate is a spectacular orange and flares of color are visible through the chinks of the armor.
This armor has 3 charges and regains 1 expended charge each day at dawn. While attuned to and wearing this armor you are immune to the effects of extreme cold climates.

As an action you can expend a charge and when you do so the armor shudders slightly and all joints visibly tighten as you feel a sudden surge of heat. For the next minute any Fire damage you take is reduced by 10.

If you are ever swallowed while wearing this armor the creature that swallowed you must immediately make a DC 15 Constitution saving throw. On a failure it regurgitates all swallowed creatures. On a success it instead makes all Constitution saving throws to keep you contained in its stomach with disadvantage.

G'nehr's Vest of Vinesarmor(light armor), rare (requires attunement)

If this large seed wasn’t covered in intricate carvings of leaves you might think that it was just another fruit pit someone threw out.
As you attune with this item it slowly begins to sprout, sending tendrils around your hands and arms. As a bonus action while you are touching the seed you can command it to activate. When you do so the seed springs to life, covering you in armoring vines over the next turn. You can don the armor in this way once per short rest. While wearing this armor you have an AC equal to 13 + your Dexterity modifier and if you know Druidic you can speak to the vines, gaining a climbing and crawling speed equal to your walking speed as the vines assist you. You can choose to doff the armor as a bonus action, causing the vines to shrivel and fall off by the end of your next turn, the seed returning to its dormant state.

light armor
Augmier's Shattered Spherewondrous, rare (requires attunement)

This rough semi-translucent crystal is nearly the size of a man’s head and quite difficult to see into but appears to have an ever-changing light show within its core. When you find it it has four smaller but almost identical crystals nearby. 
All five of these crystals have hammered gold bands around them with large elemental runes chiseled into them. You can identify Fire, Cold, Acid, and Lightning runes on every crystal.
The main crystal holds 20 charges and regains up to 3d6 expended charges each day at dawn. The child crystals hold no charges, and instead consume charges from the main crystal.

While you are attuned to this item as a bonus action you may select a damage type from the runes. The selected type determines the type of all child crystals.
Any creature holding a child crystal, and within 120 feet of the main crystal, may expend a charge and envision striking a target they can see within 120 feet as a bonus action. When they do so a small shimmer flies through the air from the main crystal to the activated child crystal and a magic bolt streams towards the envisioned target dealing 1d4 damage of the selected element.

When a creature activates a child crystal as a reaction you may choose a number of charges to expend and fire that many additional bolts from their crystal at the target.
While holding the main crystal you roughly know where each child crystal is at all times as long as it is on the same plane of existance as you.

Spined Bucklerswondrous, rare (requires attunement)

Each of the bucklers from this set has two spines, one on either side that slope to a razor sharp tip, giving it the shape of an eye. The main body of the bucklers has a hammered finish while the spines are both polished perfectly smooth. As you initially inspect the bucklers you can not find any way to wear them. There are no straps or handholds, simply an engraved name on the back of each buckler.

While you are are attuned to these bucklers and within 120 feet of them you can gesture or call to one or both of them as an action. When you do so they will fly to you if able, going around obstacles and creatures, before snapping into place on your forearms. They float several inches off your arm, moving with you as if they are attached.
They can not be moved from your arm unless you allow it. When you brush one or both of them off as a bonus action they will fall to the ground.
While wearing these bucklers you can not wield a shield but you gain +1 to your AC. Additionally, you can make melee attacks with proficiency using these bucklers as if they are a Light Finesse weapon and they deal 1d6 Piercing damage.

Box of Swirling Swordswondrous, rare (requires attunement)

You find a cigar box painted a deep red with intricate mahogany trimmings. Inside is several dozen miniature swords. They are about 5 inches long and far too small for anyone but maybe a fairy to hope to use them.

While attuned to this item as an action you can open the box and scatter the swords. When you do so the swords will levitate just before hitting the ground and then start to rise as they enlarge to full sized longswords, surrounding you in a sparse 10 foot sphere for the next hour.
After the hour is up they fall to the ground and shrink back to their original size. If you open the box they will slowly float into it, saving you the trouble of picking them all up.
Once you have used this feature you can not use it again until you complete a long or short rest.

While the swords are surrounding you, you have Half Cover against ranged attacks, you can make an opportunity attack against any creature that leaves this sphere without expending your Reaction, or as a Reaction you can make an opportunity attack against any creature entering this sphere.  Additionally, when you would make a melee attack you can choose to target any creature adjacent to, or inside, this sphere of swords with a magical longsword attack instead.

Scroll of Weapon Mimickingscroll, common

This scroll has runes all along its outside edge and no way that you can discern to activate it. However, if this scroll is damaged by any melee weapon it will begin burning and the sound of crumpling paper can be heard. At the beginning of your next turn it will suddenly harden into a copy of the weapon that damaged it. This copy lasts 1 hour before it once again bursts into flames and then turns to ash. If the weapon is magical it will not copy any of its magical abilities but will perfectly mimic its appearance and basic properties.

Scroll of Loudnessscroll, common

This scroll has radiating lines originating from the edges of the parchment and a bold red border. When activated and then re-rolled for the next hour when any creature speaks through the scroll their voice is up to four times as loud. The tighter the scroll is rolled the quieter the sound.

Reynier’s Miniature Raincloudscroll, uncommon

This scroll is sealed with white wax that shimmers in the light and has the crest of a lightning bolt. When the seal is broken a tiny cloud the size of a fist appears 5 feet directly above the scroll. This cloud grows until it is 5 feet wide before beginning to rain. It rains 1d4 gallons of water over the course of 1 minute. This water is perfectly clear and could even be described as glittering. After 1 minute a single lightning bolt strikes the ground from the tiny cloud before it dissipates, and any creature within 5 feet of that point must make a DC 12 Dexterity saving throw or take 1d10 Lightning damage.

Immovable Scrollscroll, common

This scroll is flecked with what looks like pieces of metal and springs open as if it wants to be flat instead of rolled up. You can see a clear outline of a hand within its runes. As an action you can unroll this scroll and place your hand in the outline. When you do so it hardens and becomes magically fixed in place. Until the scroll becomes wet or burns it doesn’t move, even if it is defying gravity. It can hold up to 100 pounds of weight. More weight causes the scroll to shatter. If it does not become wet, burn, or shatter, it will remain in place for the next month before becoming mundane parchment.

G'nehr's Woodland Wrathwondrous, rare

You see a bonsai tree within a simple glass enclosure. It has a well shaped clay dish and cork around its lip, sealing off the glass tube over the small tree. Despite the tree being completely enclosed you can see an obvious breeze swirling around the glass. When you pull the glass off there is a small burst of air and the breeze dissipates.
Each day the tree sheds a single leaf. This leaf does not wither no matter how long it dances along in the breeze within the bottle. Any leaf that is plucked from the tree has no special properties.

If one of these leaves is crushed or ripped Gust is cast. As a bonus action you can control this effect by cupping your hands around the leaf.
If more than three of these leaves are crushed or ripped Gust of Wind is cast. As a bonus action you can control this effect by throwing one of the leaves into the wind in the direction you want it to go.
If there is ever more than 10 leaves in one place, or the bonsai container is opened when there is more than 10 leaves, Wind Wall is immediately cast in whatever shape the DM chooses.

Timeless. On a successful DC 14 Nature check you estimate that this bonsai must be hundreds of years old, and is in excellent condition, yet you see no signs of it needing to be watered. You reason that it must somehow subsist on sunlight alone within its glass enclosure.

G'nehr's Verse of the Vineyardwondrous, rare

You find a roughly-hewn branch with a cork stopper in one end. Inside is a yellowed parchment with a song written on it in druidic.
You are able to sing this ballad perfectly so long as you are able to read it, almost as if you have always known it. If you sing the entire song during a long or short rest, and are in an area suitable for growing plants, vines and saplings begin to spring from the ground with the tallest tendrils stretching to meet your hands like flowers stretch towards the sun.
You may choose one piece of the plants to help you before they stop growing.

Leaves. You take three small shoots with a leaf on them. You can sing a portion of the ballad while placing one of these leaves over a wound as an action. When you do so it will heal the creature for 1d4 hit points before becoming non-magical.

Young tendrils. You take several young tendrils and they wind themselves together into a whip. On a successful hit with this whip you can choose to sing a portion of the ballad as a bonus action. When you do so the tendrils spring to life wrapping around the creature and any terrain nearby before becoming non-magical. The target creature is Restrained and must make a DC 13 Strength check at the end of each of its turns to free itself.

Mature vine. You take a single mature vine, around 15 feet in length when uncurled. As an action if you begin to sing a portion of the ballad it will slowly writhe and begin to grow once again. It can grasp onto any stationary object of your choice within 15 feet or any inanimate object of your choice it is touching. After it latches on it becomes a non-magical vine 50 feet long and is strong enough to hold up to 500 pounds.