Narasushi weapon(quarterstaff), rare (requires attunement)

This quarterstaff is made from an ancient wood that is graying from age but is still stout and stable. At the bottom it has an iron cap and near the top 8 roughly hewn bells of several sizes, sprouting out wildly at all angles. Wrapped around every bell is a ratty cloth, silencing it.

This quarterstaff weighs 6 pounds, does 1d8 bludgeoning damage, and has the Versatile(1d10) property.
When you attune to this quarterstaff you realize that the bells are more than a noisy addition that must be silenced, but that each holds a portion of magic power that is unleashed as they are unbound.


When you unbind the first bell you feel a small surge course through your body. Each bell rings out with a chorus of clanging as it is released from its wrappings, as if the sound itself was trapped within the binding. This quarterstaff has 1 charge for every bell it currently has unbound and it takes 1 action to unbind a bell. It regains 1d8 expended charges each day at dawn.
If you have any number of bells unbound you have disadvantage to stealth checks while holding the quarterstaff.

Toll the Bells

As an action you can strike this quarterstaff against the ground or against a nearby object, expending a charge as the bells peal. Any creature within 30 feet of you that can hear the bells has disadvantage on their first weapon attack against you on their next turn. Additionally, until the end of your next turn you have advantage on your first melee attack against any affected creature.
On a successful melee attack with this quarterstaff against an affected creature you can choose to gain temporary hit points equal to the damage you deal.

Curse. The first time each bell is unbound you lose 1d6-1 max hit points as you hear its discordant chime. These hit points can not be restored, even by Greater Restoration, until you are unattuned. Additionally, you can not unattune to this weapon until all bells have been covered with a strip of cloth and then the spell Silence is cast on it.

Silver Bells of Guidance wondrous, uncommon (requires attunement)

These two strings of polished silver bells tinkle merrily when shaken and can be heard up to 120 feet away. These bells have 4 charges, and regain one expended charge each time you use the Dash action while wearing them. Also, while wearing these bells your movement speed and jump distance increases by 5 feet.

Any ally creature that can hear these bells can choose to expend a charge to roll a d4 and add the number rolled to an ability check or attack roll of its choice. It can make this choice before or after making the initial roll. Once a creature has used this feature it can not do so again until its next turn.

Ioun Stone: Repel wondrous, very rare (requires attunement)

While this jet black stone streaked with blue orbits you dust and leaves faintly pulse as you walk by. When a large or smaller creature hit you with a melee attack they are automatically pushed 5 feet away from you and can not move closer until the beginning of their next turn unless they succeed a DC 12 Strength saving throw.

Staff of Ioun staff, very rare (requires attunement)

This light oaken staff is stripped of its bark and has gentle grooves winding up and around it. While you are attuned to this staff you can attune to up to three Ioun Stones without using attunement slots. Additionally, while attuned to this staff when you toss an Ioun stone into the air the stone orbits the staff at a distance of 3-12 inches, instead of your head.

If you make a successful melee attack against an Ioun Stone using this staff and you are attuned to less than three Iuon Stones the stone immediately attunes to you instead, otherwise it falls to the ground unattuned.

Slippers of Concealment wondrous, common

Are people always teasing you about your big feet? Do you just really need to be able to fit into those cute shoes in the store window? This pair of Slippers of Concealment can help you. These dainty white slippers are bigger on the inside than the outside. No matter how big your feet are, they are guaranteed to fit in these slippers without stretching or discomfort.

Featherlight Potion potion, uncommon

This spherical vial is filled with a viscous amber liquid that settles very slowly.

If it is consumed the creature that consumed it gains the following effects for the next hour:

  • Their jump distance is doubled.
  • All jumps count as running jumps, even when made from a standstill.
  • They take no damage from falling, even from great heights.

If it is shattered all creatures that are large or smaller within a 10 foot radius must make a DC 14 Dexterity saving throw. On a failure the creature is rapidly thrown 20 feet into the air, and takes 2d6 bludgeoning damage when it lands, which knocks it prone. On a success, the creature is thrown several feet into the air but does not take damage, nor is knocked prone.

Big Annihilating Divination Crossbow weapon(heavy crossbow), very rare (requires attunement a creature proficient with crossbows)

This massive crossbow has a modified firing mechanism which makes it challenging to use but capable of firing extremely long distances. If you take an action to set it up the range of this crossbow becomes 250/1000 but it must be set up again if you move. This crossbow has 3 charges and it regains all expended charges each day at dawn.

If you currently know the location of a creature due to the effect of divination magic making an attack at long range against that creature no longer imposes disadvantage. Additionally, attacks against that creature ignore half cover and three-quarters cover.

Charged Bolt

As an action you can activate the crossbow, expending a charge. When you do so you can target any point you can see, or divine, within range. A streak of brilliant purple light screams from the mouth of the crossbow towards the target. Roll 1d4-1 and move the point where the bolt strikes that many squares in a random direction from the targetted location. Any creatures within 20 feet of that point must make a DC 16 Constitution saving throw as the bolt lands with an immense boom. On a failure they take 5d6 Thunder damage and are Deafened for 1 minute. On a success they take half as much damage and are not Deafened.

Craek's Glass Ruler wondrous, common

This foot long ruler has reddish-purple markings on its transparent surface, marking common intervals. When you hold it at arm’s length in front of an object the markings begin flashing and changing their frequency in front of your eyes until they come to rest at their new measurements. When you do this you know the precise height or width of the object you are trying to measure, even if it is extremely far away.

If you try to measure any object that is farther away than 10 miles, the markings will never settle, and begin flashing arcane markings you are unable to interpret.

Weapon of the Forgotten Pact weapon(any melee weapon), rare (requires attunement)

This weapon is tarnished and dingy, as if it has been exposed to the elements for far too long, but is not rusted. You can not find its sheath anywhere and its handle is bare metal with no wrapping.

You can activate this weapon as a bonus action. As you activate it you hear a cacophony of jumbled whispers and the weapon seems to almost guide itself towards its target, leaving a sickly blue trail behind it. While it is activated you have a +1 bonus to attack rolls made with this weapon.

After it has been activated for one minute you must make a DC 14 Wisdom saving throw. On a failure you take 1d12 Psychic damage as the voices crowd your mind and your vision flashes white. On a success you take half as much damage. For every minute the weapon is activated you gain an additional +1 to hit with this weapon. However, for every minute the weapon is active you must make another DC 14 Wisdom saving throw, and the damage you take increases by 1d12.

Each time you make a Wisdom saving throw against this weapon’s effect you may choose to try to break free from it. On a success you take no damage and the weapon is deactivated. On a failure you are unable to clear the voices from your head and you take damage as normal.

Curse. When you attune to this weapon you make a binding pact with an ancient one. If you die while attuned to this weapon or go unconscious while the weapon is activated your soul will be trapped within the weapon as one of the many voices, and just as all the other souls, you can not be released until a favor for the ancient one has been completed by another person. If you un-attune with this weapon before completing a favor for the ancient one you are certain you will suffer great misfortune.

Tapestry of the Great Hall wondrous, legendary (requires attunement by multiple creatures)

This large forest green tapestry has a symbol stretching across its length switched in gilded thread. Its accented with white and red and all along its hem is a complicated mantra of magical symbols and signs.

To attune to it a creature must be touching the tapestry for at least 1 minute of the hour attunement and for the rest of the duration must study and memorize the symbol depicted on it. This item can be attuned to by any number of creatures but the creatures must renew their attunement each year.

Even when attuned, a creature can not know the tapestry’s abilities unless they are told by another creature, if they successfully decode the mantra around its edges, or if they cast Identify on it. If Identify is cast on the tapestry the caster must make a DC 16 Wisdom saving throw. On a failure they forget all the abilities of the tapestry and are stunned for 1 hour as they become lost in its intricate threads. On a success they only discern a single ability and must cast Identify again to find any more. They learn these abilities in order as they are written.

If there are more than 6 creatures attuned to the tapestry the symbols emblazoned around its edge begin to slowly glow and its abilities are activated.

While attuned to the tapestry a creature can communicate with any other attuned creature even if they do not share a common language. Additionally, the cantrip Message can be used between attuned creatures regardless of distance as long as they are on the same plane as each other.

Recall Beacon

Any creature that is attuned to the tapestry can teleport to an empty space within 60 feet of it, as long as it is on the same plane of existence, by picturing the symbol on it in their mind and maintaining concentration as if concentrating on a spell for 1 minute. After a creature uses this feature they are unable to use it again for 1d4 days.

Ring of Detection

Any creature attuned to the tapestry can on focus on the symbol on the tapestry as if concentrating on a spell. While concentrating like this they can find the location of any creature that is attuned to the tapestry and within 10 miles by speaking their name. Additionally, they can sense if there are any creatures that are not attuned and within 1000 feet but do not know their location.

Emergency Recall

If a creature who is attuned to the tapestry spends 1 hour casting a ritual while focusing on the symbol on the tapestry they are able to forcefully recall all attuned creatures. All creatures not within sight of the tapestry and within the same plane are teleported to an empty space within sight of the tapestry. If there are no more empty spaces the creatures that did not fit are not teleported. This feature can even recall the bodies of creatures (or what is left of them) if the soul is willing to be recalled, attuned to the tapestry within the last year, and was still attuned to the tapestry at the time of death. Once used this feature cannot be used again for 1d4 months.

Reynier's Amulet of Radiance wondrous, uncommon

This smooth sphere of silver is embedded with a large number of amber stones and has a pinpoint hole at the very bottom. This amulet holds 4 charges and regains 1d4 expended charges each dawn.

As an action you can hold this amulet above your head and shine a light into the hole, activating the amulet and expending a charge. For the next minute the amber stones emit piercing threads of light and while you hold this amulet above your head any undead that end their turn within 15 feet of you take 1d8 radiant damage.

Banner of Courage wondrous, very rare

This large blue banner is decorated with a flaring yellow crest and mounted on the end of a 10 foot brass pole. As you hold it you can feel the same sense of self confidence that soldiers must when they know their standard is marching right behind them.

The banner has no effect unless it is held aloft by a creature. While holding this banner you can not make any attacks or cast any spells requiring somatic components. While held aloft the banner has an aura that affects all creatures within 250 feet that have either touched it in the last 24 hours, or are wearing a matching crest.

This magical item has 20 charges and regains 2d10 expended charges each day at dawn.

Symbol of Strength

Creatures affected by the banner are immune to being Frightened and any charm effect that would make them endanger another creature affected by the banner has no effect.

Bastion of Fortitude

Whenever a creature affected by this banner must make a saving throw that creature gains a bonus to the saving throw equal to half your charisma modifier rounded up (minimum of 1).

Surge of Hope

As an action you can wave the banner and expend any number of remaining charges to bolster that many creatures affected by the banner. Each bolstered creature gains temporary hit points equal to 3d6 + your Charisma modifier that last until the banner is no longer aloft. Additionally, they are immune to the effects Blinded, Deafened, and Poisoned, while the temporary hit points remain.

Living Wooden Blade weapon(any sword), rare (requires attunement)

This sword is made from a well weathered wood, but its hilt and handle are yet covered with bark, and carefully molded. It flexes, but doesn’t splinter, and it’s edge is as sharp as steel. Any damage that has been done to the sword is repaired at dawn as long as the blade has been dipped in water within the last day and the handle is still intact.

As an action you can drive the blade into the ground if it is earth or sand. As you do so grasping vines and weeds sprout from the ground and a few leaves grow from the hilt of the sword. The sword casts Entangle on the ground around it in a 10 foot radius with a spell save DC of 15. This effect lasts until it is removed from the ground. Any creatures touching the hilt of this sword when it is driven into the ground are immune to this effect.

Archangel's Halo wondrous, very rare (requires attunement by a creature of Good or Neutral Alignment)

This large silver ring is nearly 3 feet in diameter, several inches tall and delicately thin. Along its length is a groove, and at the front it is notched through to the groove where an extravagantly large diamond is set.

When you attune with this item the groove and diamond begin to glow a soft white, and it floats of its own accord to just a foot over your head, remaining there as closely as possible. While attuned to this halo you are resistant to Radiant damage and have advantage on Religion checks.

Heaven’s Wrath

While the halo floats above your head you can call on a sliver of the might contained in the armories of the Upper Planes. As an action you can raise your hand to the sky, pulling down 1d6 shining translucent swords. They fly to your side with a flourish, and will slowly orbit you, hilt upwards, for the next minute or until they shatter.

You can have up to 6 swords orbiting you, and while at least one sword orbits you you can make a melee spell attack against any creature you can see within 60 feet of you as an Attack action. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
On a hit you deal 1d8 + your Intelligence(Religion) modifier Radiant damage as the sword seems to pass right through the creature. On a miss the sword shatters.

If you are not a spellcaster you use your Intelligence modifier as your spellcasting modifier for this feature.

Angelic Properties

The halo will float above your head even in an antimagic field, despite the rest of its effects being nullified. Additionally, if you are ever separated from the halo you can summon it back to you as a bonus action unless it is blocked by an antimagic field or a ward against magical travel such as Forbiddance.

Curse. If you are ever more than 15 feet from the halo you take 1 psychic damage each minute and head inexplicably aches. If you are on a different plane from the halo you are also Blinded until you are once again on the same plane.

The only way to unattune from the halo apart from Wish or act of a deity is to commit a horribly evil act. If you unattune from the halo in this way the previously white light coming from it glows a dark red, and the silver dulls. The blackened halo falls to the ground, all magic properties lost and its diamond cracked. If you have proficiency with Religion you lose your proficiency in it and take 4d10 psychic damage as the knowledge is sloughed from your memory.

Reynier's Overwhelming Beam rod, rare

This short, dull metallic rod has a note tied around it with string. The note claims that it was crafted to contain the holy light of “the ancient god of some clerics I am pals with. They live on a mountain so you know it’s legit” and is signed with Reynier’s signature. It is partially hollow on one end and has a button on the other.

This rod contains 5 charges and regains 1d4+1 charges each dawn. When you press the button a 6 inch beam of light flashes from the hollow of the rod out to 30 feet before quickly flickering out. The first creature hit by this beam regains 2d8 hit points as they are bathed in the warm light. If there are hit points left over after the creature has reached maximum hit points or the creature is already at maximum hit points they must make a Constitution saving throw equal to 8 + the remaining hit points. On a failure they are Stunned for 1 turn and are Blinded for the next minute as their eyes and mind are overwhelmed with a burning sensation and pure light. At the end of each of its turns, it can make another Constitution saving throw. If it succeeds, the effect ends.

Aboleth's Tentacle wondrous, very rare

This tall brass rod is etched with an abstract circular design that seems to be devoid of any pattern and has a 4 foot section of a curled, shriveled, Aboleth tentacle affixed to its top. The tentacle is a dark sickly green, and it’s so tough you aren’t sure you could pierce it.

While you are attuned to this tentacle you can breathe underwater and have a +5 on any Intelligence (Religion) checks, and +5 on Intelligence (History) checks to recall things about religions or gods.

Bloody Awakening

Once per short rest as an action if you slice your hand or wrist and drip your own blood onto the tentacle as you hold the rod the tentacle rejuvenates, and expands down the rod engulfing your arm. For the next minute you can not use that arm as it is encased in a giant tentacle. However you may make melee attacks with proficiency with the tentacle. It has a reach of 10 feet and deals 2d6 bludgeoning damage on a hit.

After the minute is up the tentacle shrivels once again, receding back up the rod, and releasing your arm, now covered in slime. Until the next day your arm remains a pale green tint where the tentacle covered it and the cut you made to awaken the tentacle refuses to close, even in response to magical healing.

Aboleth’s Eye

While the tentacle is engulfing your arm you may use an action to focus your gaze and force all creatures in a 30 foot cone to make a Wisdom saving throw DC 14 or take 1d6 psychic damage.

Little Red Planar Hood wondrous, very rare (requires attunement)

This looks like a simple red cloak but the size suggested it was made for a child. Inside the hood however is a magic circle sewn into the lining in vivid blue thread. The circle is divided into 8 segments, the last of which looks to be sewn with a different pattern. This cloak holds 8 charges, each represented by a segment within the hood of the cloak.

Each short rest the cloak regains up to 1 charge, and each long rest the cloak regains up to 7 charges.

Over The River

As a bonus action you can expend a charge to cast Misty Step, but instead of a silvery mist you are surrounded by a small flurry of autumn leaves and a babbling brook can be briefly heard.

Through The Woods

As an action if you are in wild unsettled territory, you can expend all 8 charges and choose a plane of existence (you may specify a target in general terms, such as the City of Brass on the Elemental Place of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination at the DMs discretion). Alternatively, if you know the sigil sequence of a teleportation circle on another place of existence, you can choose that circle.

As you pick a location a small tree with red leaves and pale smooth bark shoots from the ground, rapidly encasing you before you disappear from sight within its foliage. The tree remains where you once were, forever growing in the plane you left.

Curse. This cloak is only able to regain the 8th charge by killing a creature to protect an innocent in danger and dripping the cloak with its blood. It can not recover the last charge by resting.

Augmier's Scorching Orb wondrous, rare

This odd contraption is composited of a small crystal orb set within a larger metal semi-sphere. As a bonus action you can press the button recessed into the metal sphere to activate it. The turn after it has been activated the orb levitates until it is 20 feet in the air, or as high as the above terrain will allow, and begins spinning as it glows a soft orange. Each turn it will make a ranged spell attack against the nearest creature it can see within range. It has a +5 spell attack modifier, a range of 30 feet for every 5 feet it is above the ground, and on a hit it deals 2d6 fire damage. After 10 minutes, or firing 10 times, it stops glowing, falls to the ground, and can not be activated again until the next dawn.

Warhammer of Retribution weapon(warhammer), very rare (requires attunement by a creature with at least 12 Charisma)

This warhammer is more stockily built than most and the sides of its blocky head are covered in silver inlays. As you attune to it you feel a weight come upon you as if you have taken on a great responsibility.

Once per short rest as an action you can slam the hammer to the ground and it begins eminating a crushing aura. For the next minute or until you pick up the hammer, whichever comes first, all creatures within 60 feet of the hammer must make a Strength saving throw at the beginning of each turn equal to 8 + your proficiency + your Charisma modifier. You can choose a number of creatures up to your Charisma modifier to automatically succeed this saving throw. On a failure every foot of movement costs 1 extra foot until the beginning of their next turn and if the creature is an Aberration, Fiend, or Undead they also fall Prone. If a creature that is already Prone fails this saving throw they become Restrained until they are no longer in the aura.

Curse. While attuned to this item you constantly feel a heavy burden on your mind and shoulders, and your movement speed is reduced by 5 feet. If you remove this curse you hear whispered in your mind “those who are not willing to bear the burden are not worthy to wield me”, the attunement immediately breaks, and you can never attune to the hammer again.

Elytriss' Rod of Numbing weapon(club), rare

The head of this club is made from polished metal and its handle is carved from green granite. When you swing it the metal crackles with energy.

This club deals Lightning damage instead of Bludgeoning damage. Additionally, on a successful attack the target creature is Stunned until the beginning of their next turn.