What They Don’t Tell You About
Purchase a flaming sword, brew a potion of invisibility, or enchant
your boots with levitation. Everything you need to buy magic items.
Credits Table of Contents
Lead Designer & Writer Cover.............................................................1
Fermin Caballero
https://www.youtube.com/mrrhexx Credits & TOC.................................................2
Editor Chapter 1 | Enchanting Items................. 3
Gavin Wadsworth Enchanting Time and Costs ............................4
Art Director & Graphic Design Purchasing Enchanted Items...........................4
Dave H. Newkirk II
https://www.instagram.com/dnew2photo Selling Enchanted Items.................................4
Cover Art Chapter 2 | Permanent Enchantments..... 5
David Chen
https://www.davidchengallery.com
Disenchant ....................................................6
Interior Art
Weapon Enchantments....................................6
Dominika Denes Armor Enchantments .....................................8
https://www.instagram.com/fankiiiart Ammunition Enchantments.............................9
Elena Nozdrina Object Enchantments .....................................9
https://cynicalbounce.tumblr.com/
Object Enchantments.....................................11
Michael Malkin
https://ronamis.artstation.com Special Object Enchantments........................ 13
Additional Art Chapter 3 | Consumable Enchantments . 15
https://www.shutterstock.com Potions & Oils............................................... 15
Healing Potions........................................... 15
First Printing: September 2022 Mana Potions............................................... 15
©2022 MrRhexx Gaming. All Rights Reserved. Spell Scrolls.................................................17
MrRhexx Gaming and “What They Don’t Tell You
About” are trademarks of Fermin Caballero.
Poisons..........................................................17
Chapter 4 | Unique Enchantments .........19
Known Magic Items....................................... 19
Open Gaming License.....................................27
Back Cover...................................................28
Notice of Open Game Content: This product contains material required to be Open Game Content under the
Open Game Content, as defined in the Open Game terms of the Open Game License, and public domain
License Version 1.0a, end of document. Open Game material anywhere in the text.
Content may only be Used under and in terms of the Product Identity Designation: This Product Identity
Open Game License version 1.0a. No portion of this Designation includes, but is not limited to, the following
work other than previously designated Open Game items that are hereby identified as Product Identity,
Content may be reproduced in any form without as defined in the Open Game License version 1.0a,
written permission. Section 1(e): All trademarks, registered trademarks,
Designation of Open Game Content: Subject to proper names (characters, artifacts, place names, new
the Product Identity Designation in this document, deities, new monsters, organizations, etc.), dialogue,
the following material is designated as Open Game plots, story elements, locations, characters, artwork,
Content. (1) All material and writing previously released sidebars, logos, and trade dress. These items are not
as Open Game Content, (2) all descriptions of game- Open Game Content. Elements that have previously
rule effects specifying mechanical features of the been designated as Open Game Content are not
game, (3) all previously released Open Game Content, included in this declaration.
2
Magic is an omnipresent force in the game, not intervention), or any extra esoteric cost associated with
only represented within the player characters, but the magic (legal papers, bribes, insurance). Hence,
in the world itself. Business-savvy wizards spend the gold requirement need not always be associated
hours scribing scrolls for the general populace, with bartering in an urban setting for the reagents,
merchants barter and auction powerful trinkets, and and can instead be a general measure of how much
metalsmiths labor to produce strong alloys to sell. it costs the character to accomplish their goal.
In a world filled with dangerous bandits, ferocious For example, a knowledgeable wizard might
dragons, and unlooted dungeons, the acquisition of be able to enchant a staff with false detection by
exceptional weaponry is necessary for the general himself in the middle of a desert, provided he
survival of any who brave these uncertain lands. has a jewel worth at least 300 gold that he is
This PDF assumes that magic is prevalent in the willing to expend. A devout cleric might seek
world, that spellcasters work to create trinkets which divine inspiration while trapped within a sewer to
they can sell, and that the economy flourishes on enchant her mace with weapon bond, by tributing
the buying and selling of these magical wonders. her beautiful silver sculpture worth 500 gold.
In essence, you can find magical items in many In these examples the wizard could use his own
shops, and the creation of such items is common knowledge of magic to create the enchantment, using
enough to create supply for these shops. the pulverized jewel as a component; whereas the cleric
could be trading the silver sculpture to her god for a
Enchanting Items divine blessing in the form of a weapon enchantment.
As long as there is a sense of internal consistency,
The process of enchanting an item can be performed the details of the enchanting process are left open
by any character from almost any location, provided for narrative purposes. For mechanical purposes
they have the necessary gold to complete the process. however, the player needs only the gold to enchant.
The gold in this instance can represent the materials
needed for the enchanting (spell scrolls, magical
inks, rare ingredients), counsel and professional
help (relevant texts, assistants, research, divine
3 CHAPTER 1 | Enchanting & Purchasing Magic Items
Enchanting Time and Costs A good rule of thumb is that cities (population 6,000+)
are likely to have sellers and enchanters capable of
The process of enchanting takes time, and a
most any item. Towns (population 1,000 - 6,000) can
character can only finish up to 100 gp worth of an
have items with enchantments worth 5,000 gp or
enchantment’s full cost per day. This limit increases
less. Villages (population <1,000) would seldom have
to 200 gp per day for characters with proficiency in
any magic items for sale worth 100 gp or more.
Arcana, and to 300 gp per day for characters with
expertise in Arcana. Multiple characters can assist
in the enchanting process, with each providing their
own amount of gold per day towards the effort.
Selling Enchanted Items
Just like buying enchanted items, selling them is a
For any character’s work day to be counted, they quick process that requires only a total of 8 hours
must spend at least 8 hours enchanting, provide of work spent during the course of a day. You may
at least 100 gp worth of materials, and have the only sell enchanted items that possess enchantments
item to be enchanted within reach for the duration. listed on this PDF (including the magic items listed
The item is considered fully enchanted and usable at the end), receiving 50% of the monetary value of
when the character—or characters—spend the all of its enchantments combined plus the value of
amount of days needed (and the full gold total) to the object. Magic items which hold enchantments not
account for the full cost of the enchantment. listed on this PDF, and enchantments imbued in the
The gold is used as the character expends form of tattoos, cannot be sold under these rules.
it throughout the days spent enchanting. If a
character uses an object with a gold value worth
multiple enchanting days, the entire object is
consumed on the first day, and its value continues
to benefit the process over the remaining days
until its value has been fully applied.
Purchasing Enchanted Items
Buying enchanted items is a straightforward process,
provided the player character can find an adequate
trade hub in their area. There are two options available:
they can commission an enchanter to imbue one of
their items with a desired enchantment, or they can buy
a new item with the enchantment already applied to it.
If the player opts to commission an enchantment,
then the same enchanting rules apply as above
except that it is assumed that the enchanter has
expertise in Arcana for the purposes of calculating
how long it will take them to create the magic item
for the player. The player will have to return to the
enchanter once the required time has passed in order
to collect and pay for the newly enchanted item.
If the player wishes to purchase an already enchanted
item, then the transaction is simple. They simply
decide which item they want, as well as which
enchantment, and they make the full purchase
right then and there. In this case, the total price is
the cost of the item itself plus the enchantment’s
cost. Finding a seller with the desired item and
enchantment combination, and closing the deal;
typically takes a full 8-hour work day, assuming that
item can feasibly be found for sale in the area.
CHAPTER 1 | Enchanting & Purchasing Magic Items 4
The prices presented in the enchantment descriptions WW Object enchantments on pieces of armor or
represent how much gold it costs to enchant or buy clothing must be worn for their effects to function.
an item with that enchantment. The value of the item Object enchantments on non-wearable objects
itself should be added to the cost of the enchantment. must be held in a free hand for their effects to
function. If an enchantment specifically states
When applying enchantments to items, that the object must be held in a free hand, then
the following rules apply: that enchantment cannot be put on armor or
wearable clothing.
WW A single item can have up to 2 minor
enchantments, or 1 minor and 1 major WW You cannot apply the same enchantment more
enchantment. Any attempts to add enchantments than once to an object, unless the enchantment
beyond these limitations automatically fail. specifically states you can.
WW Items that are already magical can be enchanted WW If an enchantment has an attunement
as normal, unless the magic item has an effect that requirement, you may not attune to two or more
is not listed in this PDF. If such is the case, the items which hold the same enchantment unless
enchantment process automatically fails. the enchantment specifically states that you
can. An item which has been imbued with two
WW You cannot replace one enchantment with another,
enchantments that each require attunement, only
without first removing the original enchantment
take up one attunement slot for the player.
with the disenchant option.
WW Object enchantments can be put onto your skin
WW If an enchantment has more expensive tiers
as magical tattoos instead of on an item, if you
of effects, you may upgrade the enchantment
so desire. Enchantments which require the
to a higher tier with a standard enchanting
enchanted item to be held in a free hand for its
process. The gold cost is equal to the difference
effect to be used, can be used as magical tattoos
between the item’s current tier value and the
so long as the tattoo is on your arm or hand, and
desired tier value.
you are not holding any other object with that
WW Weapon, armor, shield, and ammunition hand. Just like normal objects, each individual
enchantments can only be used on weapons, tattoo may hold only either a major and a minor
armor, shields, and ammunition, respectively. enchantment, or two minor enchantments.
Object enchantments can be used on anything. You may only have one magical tattoo on
each of your arms.
5 CHAPTER 2 | permanent Enchantments
Disenchant Weapon Focus
If you have the Spellcasting or Pact Magic feature,
The object loses all permanent enchantments on you can use your spellcasting ability for the attack and
it, becoming a mundane version of its item type. damage rolls using this weapon rather than Strength
Artifacts cannot be disenchanted in this way. or Dexterity as is normal for its weapon type. This
Cost. 3,000 gp weapon can be used as a spellcasting focus for you if
it isn’t already.
Weapon Enchantments Cost. 500 gp (Requires Attunement)
(All Minor Enchantments) Extend
When you make a melee attack on your turn with this
Weapon Enhancement weapon, your reach for it is 5 feet greater than normal.
You have a bonus to attack and damage rolls Cost. 600 gp
made with this weapon equal to the number
indicated in the enchantment tier. Wounding
Cost. 300 gp (+1) / 5,000 gp (+2) / 30,000 gp (+3) Hit points lost to this weapon’s damage can be
regained only through a short or long rest, rather
Life Stealer than by regeneration, magic, or any other means.
When you deal damage from this weapon that Cost. 3,000 gp
reduces a hostile creature to 0 hit points, you
may roll the dice indicated in the enchantment Improved Critical
tier and gain that many temporary hit points. This weapon’s attacks inflict a critical hit on a roll of 19
Cost. 300 gp (2d6) / 3,000 gp (4d8) / 15,000 gp (6d10) or 20. In addition, if the result of your attack with this
weapon exceeds the target’s AC by 10, your attack is
Draw Vitality also a critical hit.
Whenever you deal damage with this weapon during This effect does not stack with other sources that
your turn, you can spend one Hit Die to heal yourself. provide similar benefits.
Roll the die, add your Constitution modifier, and regain
Cost. 5,000 gp
a number of hit points equal to the total (minimum of 1).
You may choose to attune to this weapon. If you Brutal Critical
do, you regain all of your spent Hit Dice whenever You roll an additional weapon damage die when you
you take a long rest while attuned to this weapon. critically hit with this weapon.
Cost. 300 gp An item can be enchanted with multiple instances of
this enchantment, but each application counts as its
Weapon Bond own minor enchantment.
This weapon returns to your hand immediately after it
Cost. 5,000 gp
is used to make a ranged attack. In addition, you can
use a free action to recall this weapon back to your hand
so long as it is not more than 1 mile away from you.
Answering
While you hold this weapon, you can use your
You may attune to multiple items which hold reaction to make one weapon attack with it against
this enchantment. any creature in your reach that deals damage to
Cost. 300 gp (Requires Attunement) you. You have advantage on the attack roll.
Cost. 5,000 gp
CHAPTER 2 | permanent Enchantments 6
Weapon Enchantments
(All Major Enchantments)
Magical Power
In addition to its normal damage dice, this
weapon deals bonus damage equal to the dice
indicated in the enchantment tier. The damage
type is determined when the enchantment is made,
choosing from acid, cold, fire, force, lightning,
necrotic, poison, psychic, radiant, or thunder. The
chosen damage type cannot be changed later.
Cost. 500 gp (1d4) / 5,000 gp (2d6) / 40,000 gp (3d8)
Elemental Smite
When you hit a creature with this weapon, you can
expend a spell slot to deal an extra 1d8 damage
per spell level of the expended slot. The damage
type is determined when the enchantment is made,
choosing from acid, cold, fire, force, lightning,
necrotic, poison, psychic, radiant, or thunder. The
chosen damage type cannot be changed later.
Cost. 500 gp
Mark of the Protector
When you hit a creature with this weapon using a
melee attack, you can mark the creature until the
end of your next turn. This effect ends early if you
are incapacitated or you die, or if someone else
marks the creature with this same effect. While it is
within 5 feet of you, a creature marked by you has
disadvantage on any attack roll that doesn’t target you.
Cost. 500 gp
Creature Slaying
When you enchant the weapon, choose a creature
type (aberration, beast, celestial, construct, dragon,
elemental, fey, fiend, giant, humanoid, monstrosity,
ooze, plant, or undead). Whenever this weapon deals
damage to a creature of that type, the weapon deals
an extra 3d8 damage of its usual damage type.
Cost. 5,000 gp
Speed
You can make one attack with this weapon
as a bonus action on your turn.
Cost. 6,000 gp
7 CHAPTER 2 | permanent Enchantments
Armor Enchantments Shield Enchantments
(All Require Attunement)
Shield Enhancement (Minor)
Armor Bond (Minor) While holding this shield, you have a bonus to AC
If the armor is on the same plane of existence as equal to the number indicated in the enchantment
you or in its pocket dimension, you can summon the tier value. This bonus is in addition to the shield’s
armor as a bonus action on your turn, causing it to normal bonus to AC.
appear around your body - allowing you to instantly A shield may not have this enchantment together
don the armor. Alternatively, you can dismiss your with Defensive Enhancement.
armor as a bonus action, causing it to disappear into
Cost. 1,000 gp (+1) / 10,000 gp (+2) / 30,000 gp (+3)
a pocket dimension where it awaits your summons.
Cost. 500 gp Deflect Attacks (Minor)
When an attacker that you can see hits you with an
Hardened Armor (Minor) attack while holding this shield, you can use your
While you wear this armor, any critical hit reaction to gain resistance against the attack’s damage.
against you becomes a normal hit. In addition,
Cost. 5,000 gp Requires Attunement
if an effect moves you against your will along
the ground, you can use your reaction to reduce
the distance you are moved by up to 10 feet.
Deflect Elements (Minor)
When you take acid, cold, fire, lightning, or thunder
Cost. 1,000 gp damage while holding this shield; you can use
your reaction to gain resistance against that type
Reactive Armor (Major) of damage until the end of your next turn.
When a creature hits you with an attack while Cost. 5,000 gp Requires Attunement
wearing this armor, you gain a +4 bonus to
AC against all subsequent attacks made by Redirect Damage (Minor)
that creature for the rest of the turn. When a creature within 5 feet of you takes
Cost. 5,000 gp damage, you can use your reaction to magically
take that damage, instead of that creature taking
Damage Reduction (Major) it. This enchantment doesn’t transfer any other
Any damage you take from melee, ranged, or effects that might accompany the damage, and
spell attacks is reduced by an amount equal to the this damage can’t be reduced in any way.
number indicated in the enchantment tier value. Cost. 5,000 gp Requires Attunement
This effect does not stack with others of its
kind (such as the Heavy Armor Master feat). Spellguard (Major )
Cost. 5,000 gp (3) / 15,000 gp (4) / 25,000 gp (5) Spell attacks are done at disadvantage against
you while you hold this shield. In addition, you
Invulnerability (Major) have resistance against the damage of spells.
You have resistance to nonmagical damage while Cost. 10,000 gp Requires Attunement
you wear this armor. Additionally, you can use an
action to make yourself immune to nonmagical Shield Animation (Major)
damage for 10 minutes or until you are no longer While holding this shield, you can speak its command
wearing the armor. Once this special action is word as a bonus action to cause it to animate. The
used, it can’t be used again until a long rest. shield leaps into the air and hovers in your space
Cost. 20,000 gp to protect you as if you were wielding it, leaving
your hands free. The shield remains animated for 1
minute, until you use a bonus action to end this effect,
or until you are incapacitated or die, at which point
the shield falls to the ground or into your hand if you
have one free.
Cost. 10,000 gp Requires Attunement
CHAPTER 2 | permanent Enchantments 8
Ammunition Enchantments Defensive Enhancement
While wearing the enchanted object, you have a
bonus to AC equal to the number indicated in the
Ammunition Enhancement (Minor) enchantment tier value.
You have a bonus to attack and damage rolls
made with this piece of ammunition. The bonus This enchantment does not function with
is determined by the enchantment tier value. the feature Unarmored Defense.
Once the piece of ammunition hits a target, the Cost. 3,000 gp (+1) / 25,000 gp (+2) / 50,000 gp (+3)
enchantment wears off.
Cost. 25 gp (+1) / 100 gp (+2) / 400 gp (+3)
Skill Empowerment
While wearing the enchanted object, you have
advantage on ability checks using a specific
Slaying Ammunition (Major) skill or tool. The skill is chosen when the
When you enchant the piece of ammunition, choose a enchantment is made and you can only get this
creature type (aberration, beast, celestial, construct, benefit if you are proficient in that skill or tool.
dragon, elemental, fey, fiend, giant, humanoid,
monstrosity, ooze, plant, or undead). When this An item can be enchanted with multiple instances
ammunition deals damage to a creature of that type, of this enchantment (choosing a different skill or
the creature must succeed on a DC 17 Constitution tool each time), but each application counts as
saving throw or take an extra 6d12 piercing damage, its own minor enchantment. You may attune to
on a success the creature takes half of that damage. multiple items which hold this enchantment.
Once the piece of ammunition hits a target, the Cost. 2,000 gp
enchantment wears off.
Cost. 600 gp
Spell Enhancement
While holding the enchanted item in a free hand, you
gain a bonus to spell attack rolls and to the saving
Object Enchantments throw DC of your spells. The bonus equals the
number indicated in the enchantment tier value.
(Minor - All Require Attunement)
In addition, you can regain a spell slot as an
action while holding the item. The recovered
Ability Enhancement spell slot’s level can be up to a maximum of
While wearing the enchanted object, you gain a 3rd level for a +1 enhancement, 4th level for
bonus to ability checks and saving throws equal to a +2, or 5th level for a +3. You can’t use this
the number indicated in the enchantment tier value. property again until you finish a long rest.
Cost. 200 gp (+1) / 1,000 gp (+2) / You must be holding the enchanted object in
10,000 gp (+3) / 25,000 gp (+4) your hand for you to activate this effect.
False Detection The enchanted object becomes a spellcasting
focus for you if it isn’t already.
While wearing the enchanted object, you are hidden
from divination magic, you can’t be targeted by Cost. 5,000 gp (+1) / 15,000 gp (+2) / 35,000 gp (+3)
spells from the divination school, and you can’t
be perceived through magical scrying sensors. Elemental Resistance
Cost. 300 gp While wearing the enchanted object, you have
resistance to a specific damage type. The damage
Greater Healing type is determined when the enchantment is made,
choosing from acid, cold, fire, force, lightning,
While wearing the enchanted object, whenever you cast
necrotic, poison, psychic, radiant, or thunder.
a spell that restores hit points, you may roll the dice
indicated in the enchantment tier above; then add the An item can be enchanted with multiple instances
number rolled to the amount of hit points restored. of this enchantment (choosing a different damage
type each time), but each application counts as
You must be holding the enchanted object in your
its own minor enchantment. You may attune to
hand for you to activate this effect and you may only
multiple items which hold this enchantment.
activate this effect the turn in which you cast the spell.
Cost. 5,000 gp
Cost. 600 gp (1d8) / 6,000 gp (2d10) / 30,000 gp (3d12)
9 CHAPTER 2 | permanent Enchantments
Elemental Focus
When this enchantment is made, you choose a damage
type from: acid, cold, fire, lightning, or thunder.
While wearing the enchanted object, spells that you
cast ignore resistance to damage of that type.
An item can be enchanted with multiple instances
of this enchantment (choosing a different damage
type each time), but each application counts as
its own minor enchantment. You may attune to
multiple items which hold this enchantment.
Cost. 5,000 gp
Resilience
While wearing the enchanted object, you gain
proficiency in a saving throw of your choice. The
proficiency is determined when the enchantment is
made, choosing from Strength, Dexterity, Constitution,
Intelligence, Wisdom, Charisma, or Death.
An item can be enchanted with multiple instances
of this enchantment (choosing a different saving
throw each time), but each application counts as
its own minor enchantment. You may attune to
multiple items which hold this enchantment.
Cost. 5,000 gp
Power Increase
While wearing the enchanted object, one of your ability
scores is increased by 2, up to a maximum of 20. The
ability score is determined when the enchantment
is made, choosing from Strength, Dexterity,
Constitution, Intelligence, Wisdom, or Charisma.
An item can be enchanted with multiple instances
of this enchantment with each application counting
as its own minor enchantment. You may attune to
multiple items which hold this enchantment.
Cost. 5,000 gp
Greater Power Increase
While wearing the enchanted object, one of your
ability scores is increased by 2, to a maximum of 22.
The ability score is determined when the enchantment
is made, choosing from Strength, Dexterity,
Constitution, Intelligence, Wisdom, or Charisma.
An item can be enchanted with multiple instances
of this enchantment (choosing a different ability score
each time), but each application counts as its own minor
enchantment. You may attune to multiple items which
hold this enchantment but multiple instances of this
enchantment on the same attribute score do not stack.
Cost. 20,000 gp
CHAPTER 2 | permanent Enchantments 10
Object Enchantments Barrier
As an action, you or a creature you can see within
(Major - All Require Attunement) 30 feet of you gain temporary hit points equal to five
times your level. The creature can’t benefit from
Ruin this enchantment again until it finishes a short or
As an action, a creature that you can see within 30 feet long rest. You can activate this enchantment an
of you takes force damage equal to five times your level. amount of times equal to the number indicated in
The creature can’t be affected by this enchantment the enchantment tier value, regaining all uses at
again until it finishes a short or long rest. You can dawn. The temporary hit points last for 1 hour.
activate this enchantment an amount of times equal
You must be holding the enchanted object in your
to the number indicated in the enchantment tier value,
hand for you to activate this effect. Alternatively you
regaining all uses at dawn. Undead creatures are
may imbue a piece of wearable clothing or armor
healed by this enchantment instead of taking damage.
with this enchantment, if you do so, you may only
Constructs are not affected by this enchantment.
target yourself with the effect of this enchantment.
You must be holding the enchanted object in
Cost. 500 gp (x1) / 5,000 gp (x2) / 15,000 gp (x3)
your hand for you to activate this effect.
Cost. 500 gp (x1) / 5,000 gp (x2) / 15,000 gp (x3) Regeneration
While wearing the enchanted object, you
Restore regain 1 hit point at the start of each of your
As an action, you or a creature you can see within turns (10 hit points each minute). You don’t
30 feet of you regains hit points equal to five times gain this benefit if you have 0 hit points.
your level. The creature can’t regain hit points from
Cost. 5,000 gp
this enchantment again until it finishes a short or
long rest. You can activate this enchantment an
amount of times equal to the number indicated in the
Magical Mitigation
enchantment tier value, regaining all uses at dawn. This While wearing the enchanted object, whenever
enchantment has no effect on constructs or undead. you take damage, you may use your reaction to
expend one spell slot and reduce that damage by an
You must be holding the enchanted object in your amount equal to five times the spell slot’s level.
hand for you to activate this effect. Alternatively you
may imbue a piece of wearable clothing or armor Cost. 5,000 gp
with this enchantment, if you do so, you may only
target yourself with the effect of this enchantment.
Cost. 500 gp (x1) / 5,000 gp (x2) / 15,000 gp (x3)
11 CHAPTER 2 | permanent Enchantments
Magical Mastery Missile Resistance
When this enchantment is made, you choose a spell While wearing the enchanted object, you have
school between: abjuration, conjuration, divination, resistance to damage from ranged weapon attacks.
enchantment, evocation, illusion, necromancy, or Whenever you take bludgeoning, piercing, or
transmutation. While wearing the enchanted object, slashing damage as a result of a Dexterity saving
whenever you spend a spell slot to cast a spell of the throw, you have resistance to that damage as well.
chosen school, that spell is casted one spell level Cost. 5,000 gp
higher instead.
You may attune to multiple items which hold Magic Resistance
this enchantment but multiple instances of this While wearing the enchanted object, you
enchantment on the same school do not stack. have advantage on saving throws against
Cost. 5,000 gp spells and other magical effects.
Cost. 10,000 gp
Resource Recharge
The enchanted object grants you an ability dependent Damage Resistance
on your character’s class. You must be wearing the While wearing the enchanted object, you
enchanted object for you to be able to activate its effect. have resistance to bludgeoning, piercing,
Once you use any one of these effects, you regain the or slashing damage. The damage type is
ability to use the enchantment again after a long rest. determined when the enchantment is made.
• Artificer / Ranger. As an action, you regain 2 of your You may attune to multiple items
highest expended spell slots. which hold this enchantment.
Cost. 25,000 gp
• Barbarian. As an action, you regain 2 spent uses of
your Rage feature.
Elemental Immunity
• Bard. As an action, you regain all expended uses of While wearing the enchanted object, you have
your Bardic Inspiration. immunity to a specific damage type. The damage
type is determined when the enchantment is made,
• Cleric / Paladin. As an action, you regain all
choosing from acid, cold, fire, force, lightning,
expended uses of your Channel Divinity.
necrotic, poison, psychic, radiant, or thunder.
• Druid. As an action, you regain all expended uses of You may attune to multiple items
your Wild Shape. which hold this enchantment.
• Fighter / Rogue. After channeling for 5 minutes, you Cost. 30,000 gp
gain the benefits of a short rest.
Creature Protection
• Monk. As an action, you regain all While wearing the enchanted object, creatures
expended Ki points. of a specific type (aberration, beast, celestial,
• Sorcerer. As a bonus action, you regain 5 spent construct, dragon, elemental, fey, fiend, giant,
sorcery points. humanoid, monstrosity, ooze, plant, or undead)
have disadvantage on attack rolls made against
• Warlock. After channeling for 1 minute, you regain you. You also can’t be charmed, frightened,
all of your expended Pact Magic spell slots. or possessed by them. The creature type is
determined when the enchantment is made.
• Wizard. When you use your Arcane Recovery feature,
you can increase the number of spell slot levels You may attune to multiple items
you regain by 3. which hold this enchantment.
Cost. 5,000gp Cost. 40,000 gp
CHAPTER 2 | permanent Enchantments 12
The way a specific bound spell behaves can
Special Object Enchantments be modified by spending extra gold during the
enchantment process with the options provided
(Major - All Require Attunement)
below. Each of these effects increases the spell’s
level for the purposes of calculating the gold cost of
Bind Spell the enchantment (not for the actual casting of the
This enchantment imbues an object with magical spell). The number of spell levels added for this cost
spells. When the enchantment is made, the enchanter calculation is given in parentheses following the
may choose any number of spells to bind to the item. effect’s name. You can add multiple different effects
The same spell can be bound multiple times for to the spell, adding to the cost as appropriate.
multiple uses per dawn, and spells can be applied at
a higher level than their base spell level. Any spell A spell’s effective level cannot be increased
bound to this item cannot have a casting time other above 9th for the purposes of calculating its cost.
than action, bonus action, or reaction. The attack bonus For example, a 7th-level spell cannot be bound
and spell save DC of bound spells is determined by along with the Maximize Magic effect, since that
the highest spell level bound to the enchanted object. would increase its effective level above 9th.
You can cast any spell bound to this object as an Maximize Magic. (+3 spell levels) Any dice
action (even if the spell has a casting time of a bonus rolled as an effect of the specified bound spell
action), or as a reaction if that is the spell’s normal are maximized for the highest possible result.
casting speed. Once you cast a spell from this item, Quicken Magic. (+1 spell level) You
you cannot cast that spell again in this way until may cast the specified bound spell as a
the next dawn. If a spell requires concentration, bonus action instead of an action.
you must maintain concentration as normal to Transmuted Magic. (+1 spell level) If the specified
maintain the spell. If the spell has a cost indicated bound spell deals acid, cold, fire, force, lightning,
for a component, then you must have that specific necrotic, poison, psychic, radiant, or thunder damage,
component before you can cast the spell. you may choose a different damage type within that
An item’s bind spell enchantment can be improved list at the time of enchanting. Whenever the spell
at any time with a new enchantment process to would deal damage of any of these damage types, it
bind additional spells without overwriting previous instead deals that much damage of the new type.
bound spells. Regardless of how many spells are Reach Magic. (+1 spell level) The specified
bound onto an item, this enchantment is always bound spell’s range is tripled. A spell with a
considered a single major enchantment. range of touch instead has a range of 60 feet.
The gold cost of a bind spell enchantment is based Extend Magic. (+1 spell level) If the specified
on the number of spells and their levels that are bound spell has a duration, that duration is tripled.
bound to the item, as seen in the table below. For
example, binding a 1st-level and a 4th-level spell to The Bind Spell enchantment must be applied to
an item would have an enchanting cost of 4,250 gp. an object which you hold in your hand, and must
be held as you activate its effect. Alternatively you
Spell level Save DC Attack Bonus Gold Cost may opt to bind a spell to a piece of clothing or
armor, but such spells may only target you or have
Cantrip 13 +5 100 gp their effects be centered on you. For example you
1st 13 +5 250 gp could bind the spell darkness onto your armor, but
2nd 13 +5 500 gp if you do so, the spell can only be activated targeting
the armor as the center of the spell’s effect.
3rd 15 +7 1,000 gp
You may attune to multiple items which hold this
4th 15 +7 4,000 gp enchantment. If a spell has an effect that uses your
5th 17 +9 9,000 gp spellcasting ability modifier (such as cure wounds)
6th 17 +9 20,000 gp and you do not have a spellcasting ability modifier,
you instead use your intelligence modifier
7th 18 +10 30,000 gp
8th 18 +10 45,000 gp
9th 19 +11 80,000 gp
13 CHAPTER 2 | permanent Enchantments
Summon Monster
This enchantment imbues an object with the ability For example, a necromancer wants to enchant their
to summon creatures from other planes. When the staff with the ability to summon undead creatures. So
enchantment is made, the enchanter determines they spend 9,000 gp across the enchanting time period
the associated creature type (aberration, beast, to create a staff of summon monster V, and they choose
celestial, construct, dragon, elemental, fey, fiend, giant, “Undead” as the creature type. The result is a magical
humanoid, monstrosity, ooze, plant, or undead), as well staff which can be used to either summon one CR 4,
as the enchantment tier. The tier determines the gold two CR 2, three CR 1, or four CR ½ undead creatures
cost of the enchantment, as well as how many creatures once per dawn.
can be summoned, and at what challenge rating. The nature of the summoned creatures are up to the
When you activate this enchantment as an action, you enchanter and the GM to decide. Summoned demons
may summon a number of creatures up to a certain might be enslaved by magic, summoned angels might
challenge rating based on the enchantment tier, as be enticed to aid in righteous quests, and summoned
shown in the table below. The item can only summon humanoids might be shadowy apparitions slain by the
creatures from a specific creature type, as chosen enchanter in their past.
when the enchantment is made. The summoned Specific Monster Summoning. If you are only
creatures appear within 30 feet of you and share interested in summoning a very specific type of
your initiative, taking their turns directly after yours, monster, ask your GM about its challenge rating so
following your commands (no action needed) to the that you may pick the correct tier and price.
best of their abilities. A creature summoned in this way
disappears after 1 hour, or until you lose concentration, Consumable Summons. As an alternative to the
or when it drops to 0 hit points, whichever happens normal summon monster rules, the enchanter can
first. Once you use this ability, you cannot do so again choose to make the enchanted item a single-use
until the next dawn. consumable. The cost for this enchantment is 25%
of the original gold cost. Once the enchanted object
This enchantment must be applied to an object which is activated, it is permanently destroyed.
you hold in your hand, and must be held as you activate
its effect. You may attune to multiple items which hold
this enchantment.
Enchantment Tier Cost One Creature Two Creatures Three Creatures Four Creatures
Summon Monster I 250 gp ¼ ⅛
Summon Monster II 500 gp ½ ¼ ⅛
Summon Monster III 1,000 gp 2 1 ½ ⅛
Summon Monster IV 4,000 gp 3 2 1 ½
Summon Monster V 9,000 gp 4 2 1 ½
Summon Monster VI 20,000 gp 5 3 2 1
Summon Monster VII 30,000 gp 6 4 2 1
Summon Monster VIII 45,000 gp 7 4 3 2
Summon Monster IX 80,000 gp 8 5 3 2
Summon Monster X 150,000 gp 10 6 4 3
CHAPTER 2 | permanent Enchantments 14
Consumable magic items have powerful effects, but may
only be used once before their effects shortly expire.
Potions & Oils
The options presented below stand aside from
the enchanting rules presented on this PDF, in that
Healing Potions
Potion of Healing. You regain hit points when you
you require proficiency in the correct tools (and
drink this potion, the amount equaling the number
must possess the tools themselves) in order to craft
associated with the type of potion as shown on
them yourself. The requirements are as follows:
the table below.
• Potions. Requires proficiency in herbalism kit. Type HP Regained Gold Cost
• Oils. Requires proficiency in alchemist supplies. Healing 2d4+2 50 gp
Greater Healing 4d4+4 150 gp
• Spell Scrolls. Requires proficiency in arcana and
must either have the spell prepared or be among the Superior Healing 8d4+8 500 gp
character’s known spells. Supreme Healing 10d4+20 1,500 gp
• Poisons. Requires proficiency in poisoner’s kit.
Mana Potions
Potions of Mana. You regain spell slots when you drink
this potion. The combined level of the spell slots you
recover equals the number associated with the type of
You can potion as shown on the table below. You may not regain
’t drink spell slots of 6th level or higher using mana potions,
another a potion
is still while and you may only benefit from a mana potion once
risking in effec
a miscib t witho per long rest.
*Consult ility mis ut
your GM
if
hap.
you decid
e to do so
(DMG 14 Type Spell Level Gold Cost
0)
Mana 1d4+1 350 gp
Greater Mana 2d4+2 1,000 gp
Superior Mana 4d4+4 2,500 gp
15 CHAPTER 3 | Consumable Enchantments
Elixir of Health Oil of Slipperiness
When you drink this potion, it cures any disease The oil can cover a Medium or smaller creature,
afflicting you, and it removes the blinded, along with the Equipment it’s wearing and carrying
deafened, paralyzed, and poisoned conditions. (one additional vial is required for each size
Cost. 100 gp category above Medium). Applying the oil takes
10 minutes. The affected creature then gains the
Potion of Water Breathing effect of a freedom of movement spell for 8 hours.
You can breathe underwater for 1 hour after Alternatively, the oil can be poured on the ground as
drinking this potion. an Action, where it covers a 10-foot square, duplicating
the effect of the grease spell in that area for 8 hours.
Cost. 150 gp
Cost. 550 gp
Potion of Invisibility
When you drink this potion, you become invisible for Potion of Vitality
1 hour. Anything you wear or carry is invisible with When you drink this potion, it removes any
you. The effect ends early if you attack or cast a spell. exhaustion you are suffering and cures any
disease or poison affecting you. For the next
Cost. 200 gp
24 hours, you regain the maximum number
Potion of Resistance of hit points for any Hit Die you spend.
When you drink this potion, you gain resistance Cost. 1,000 gp
to one damage type for 1 hour. The damage type
is determined when the enchantment is made, Oil of Etherealness
choosing from acid, cold, fire, force, lightning, The oil can cover a medium or smaller creature,
necrotic, poison, psychic, radiant, or thunder. The along with the equipment it’s wearing and carrying
chosen damage type cannot be changed later. (one additional vial is required for each size
category above medium). Applying the oil takes
Cost. 250 gp
10 minutes. The affected creature then gains the
Potion of Heroism effect of the etherealness spell for 1 hour.
For 1 hour after drinking it, you gain 10 Cost. 2,000 gp
temporary Hit Points that last for 1 hour. For
the same Duration, you are under the Effect of Oil of Sharpness
the bless spell (no Concentration required). The oil can coat one slashing or piercing
weapon or up to 5 pieces of slashing or piercing
Cost. 300 gp
Ammunition. Applying the oil takes 1 minute.
Potion of Gaseous Form For 1 hour, the coated item is magical and has
a +3 bonus to Attack and Damage Rolls.
When you drink this potion, you gain the effect of
the gaseous form spell for 1 hour (no concentration Cost. 3,000 gp
required) or until you end the effect as a bonus action.
Cost. 350 gp
Potion of Invulnerability
For 1 minute after you drink this potion,
Potion of Speed you have resistance to all damage.
When you drink this potion, you gain the effect of the Cost. 4,000 gp
haste spell for 1 minute (no concentration required).
Cost. 450 gp
Potion of Longevity
When you drink this potion, your physical age
Potion of Flying is reduced by 1d6 + 6 years, to a minimum of
13 years. Each time you subsequently drink a
When you drink this potion, you gain a flying speed
potion of longevity, there is 10 percent cumulative
equal to your walking speed for 1 hour and can hover.
chance that you instead age by 1d6 + 6 years.
If you are in the air when the potion wears off, you fall
unless you have some other means of staying aloft. Cost. 10,000 gp
Cost. 500 gp
CHAPTER 3 | Consumable Enchantments 16
Inhaled. These poisons are powders or gases
Spell Scrolls that take effect when inhaled. Blowing the powder
A spell scroll bears the words of a single spell, written or releasing the gas subjects creatures in a 5-foot
in a mystical cipher. If the spell is on your class’s spell cube to its effect. The resulting cloud dissipates
list, you can use an action to read the scroll and cast immediately afterward. Holding one’s breath is
its spell without having to provide any of the spell’s ineffective against inhaled poisons, as they affect nasal
components. Otherwise, the scroll is unintelligible. membranes, tear ducts, and other parts of the body.
If the spell is on your class’s spell list but of a higher Injury. Injury poison can be applied to weapons,
level than you can normally cast, you must make ammunition, trap components, and other objects
an ability check using your spellcasting ability to that deal piercing or slashing damage and
determine whether you cast it successfully. The DC remains potent until delivered through a wound
equals 10 + the spell’s level. On a failed check, you fail three times or washed off. A creature that takes
to cast the spell but the spell scroll remains intact. piercing or slashing damage from an object
coated with the poison is exposed to its effects.
Once the spell is cast, the words on the scroll
fade, and the scroll itself crumbles to dust.
Poison Type Price per Dose
Spell Level Save DC Attack Bonus Cost Assassin’s Blood Ingested 150gp
1st 13 +5 50 gp Basic Poison Injury 50gp
2nd 13 +5 100 gp Burnt othur fumes Inhaled 500gp
3rd 15 +7 200 gp Crawler mucus Contact 200gp
4th 15 +7 350 gp Drow poison Injury 200gp
5th 17 +9 700 gp Essence of ether Inhaled 300gp
6th 17 +9 1,500 gp Malice Inhaled 250gp
7th 18 +10 2,500 gp Midnight tears Ingested 1,500gp
8th 18 +10 5,000 gp Oil of taggit Contact 400gp
9th 19 +11 10,000 gp Pale tincture Ingested 250gp
Purple worm poison Injury 2,000gp
Serpent venom Injury 200gp
Poisons Torpor Ingested 600gp
Poisons can be created as traditional enchantments Truth serum Ingested 150gp
or directly harvested from the world, the difference Wyvern poison Injury 1,200gp
being the price to produce them. Poisons that specify
that a creature can be harvested for its venom, have
its price reduced by half if the character successfully Poison Effects
extracts the venom from the creature. Otherwise, the Each type of poison has its own debilitating effects.
character can create the poison like an enchantment
by spending the full cost of the poison as normal. Assassin’s Blood (Ingested).
A creature subjected to this poison must make
Poison Types a DC 10 Constitution saving throw. On a failed
Contact. Contact poison can be smeared on save, it takes 6 (1d12) poison damage and is
an object and remains potent until it is touched poisoned for 24 hours. On a successful save, the
or washed off. A creature that touches contact creature takes half damage and isn’t poisoned.
poison with exposed skin suffers its effects.
Ingested. A creature must swallow an entire Basic Poison (Injury).
dose of ingested poison to suffer its effects. This poison may be harvested from any creature
The dose can be delivered in food or a liquid. with natural venomous glands. A creature subjected
A partial dose has a reduced effect, dealing to this poison must make a DC 10 Constitution
only half damage on a failed save. saving throw or take 1d4 poison damage.
17 CHAPTER 3 | Consumable Enchantments
Burnt Othur Fumes (Inhaled). Pale Tincture (Ingested).
A creature subjected to this poison must succeed on A creature subjected to this poison must succeed on a
a DC 13 Constitution saving throw or take 10 (3d6) DC 16 Constitution saving throw or take 3 (1d6) poison
poison damage, and must repeat the saving throw damage and become poisoned. The poisoned creature
at the start of each of its turns. On each successive must repeat the saving throw every 24 hours, taking 3
failed save, the character takes 3 (1d6) poison damage. (1d6) poison damage on a failed save. Until this poison
After three successful saves, the poison ends. ends, the damage the poison deals can’t be healed
by any means. After seven successful saving throws,
Crawler Mucus (Contact). the effect ends and the creature can heal normally.
This poison may be harvested from a dead or
incapacitated crawler. A creature subjected to this Purple Worm Poison (Injury).
poison must succeed on a DC 13 Constitution This poison may be harvested from a dead or
saving throw or be poisoned for 1 minute. The incapacitated purple worm. A creature subjected to
poisoned creature is paralyzed. The creature can this poison must make a DC 19 Constitution saving
repeat the saving throw at the end of each of its throw, taking 42 (12d6) poison damage on a failed
turns, ending the effect on itself on a success. save, or half as much damage on a successful one.
Drow Poison (Injury). Serpent Venom (Injury).
This poison is typically made only by the drow, This poison may be harvested from a dead or
and only in a place far removed from sunlight. A incapacitated giant poisonous snake. A creature
creature subjected to this poison must succeed on subjected to this poison must succeed on a
a DC 13 Constitution saving throw or be poisoned DC 11 Constitution saving throw, taking 10
for 1 hour. If the saving throw fails by 5 or more, the (3d6) poison damage on a failed save, or half
creature is also unconscious while poisoned in this as much damage on a successful one.
way. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake. Torpor (Ingested).
A creature subjected to this poison must succeed on a
Essence of Ether (Inhaled). DC 15 Constitution saving throw or become poisoned
A creature subjected to this poison must succeed on a for 4d6 hours. The poisoned creature is incapacitated.
DC 15 Constitution saving throw or become poisoned
for 8 hours. The poisoned creature is unconscious. Truth Serum (Ingested).
The creature wakes up if it takes damage or if A creature subjected to this poison must succeed on a
another creature takes an action to shake it awake. DC 11 Constitution saving throw or become poisoned
for 1 hour. The poisoned creature can’t knowingly
Malice (Inhaled). speak a lie, as if under the effect of a zone of truth spell.
A creature subjected to this poison must succeed
on a DC 15 Constitution saving throw or become Wyvern Poison (Injury).
poisoned for 1 hour. The poisoned creature is blinded. This poison may be harvested from a dead or
incapacitated wyvern. A creature subjected to this
Midnight Tears (Ingested). poison must make a DC 15 Constitution saving
A creature that ingests this poison suffers no effect throw, taking 24 (7d6) poison damage on a failed
until the stroke of midnight. If the poison has not save, or half as much damage on a successful one.
been neutralized before then, the creature must
succeed on a DC 17 Constitution saving throw,
taking 31 (9d6) poison damage on a failed save,
or half as much damage on a successful one.
Oil of Taggit (Contact).
A creature subjected to this poison must succeed on a
DC 13 Constitution saving throw or become poisoned
for 24 hours. The poisoned creature is unconscious.
The creature wakes up if it takes damage.
CHAPTER 3 | Consumable Enchantments 18
Here is a list of magic items whose formulas are well
known enough that anyone can craft them. You may
Goggles of Night
purchase these at any magic shop or craft them yourself Wondrous Item, uncommon
provided you have the required object (a cloak for a While wearing these dark lenses, you have darkvision
cloak of elvenkind for example) and the gold to pay for it. out of a range of 60 feet. If you already have darkvision,
Assume that all of these magic items already possess wearing the goggles increases its range by 60 feet.
a Major Enchantment on them, so you may at any point Cost. 300 gp
enchant them with a minor enchantment in addition to
their existing effects. Wand of Magic Detection
Wand, uncommon
Known Magic Items This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic
spell from it. The wand regains 1d3 expended charges
Sending Tokens daily at dawn.
Wondrous item, uncommon
Cost. 300 gp
Sending tokens come in multiple pairs, being magically
connected to one another. While you touch one token, Rope of Climbing
you can say the command word and speak into the Wondrous Item, uncommon
token for up to 1 minute. When you do so, all the other
tokens connected to this one vibrate indicating that a This 60-foot length of silk rope weighs 3 pounds and
message has been sent. The recipients may activate can hold up to 3,000 pounds. If you hold one end of
the message by speaking the command word into the the rope and use an action to speak the command
token, at which point the token relays the message word, the rope animates. As a bonus action, you
telepathically. Once a token is used to send a message, can command the other end to move toward the
it may not be used in this way until the next dawn. destination you choose. That end moves 10 feet on
your turn when you first command it and 10 feet
Cost. 250 gp each on each of your turns until reaching its destination,
19 CHAPTER 4 | Unique Enchantments
up to its maximum length away, or until you tell Sovereign Glue
it to stop. You can also tell the rope to fasten itself Wondrous item, legendary
securely to an object or to unfasten itself, to knot
This viscous, milky-white substance can form
or unknot itself, or to coil itself for carrying.
a permanent adhesive bond between any two
If you tell the rope to knot, large knots appear objects. It must be stored in a jar or flask that
at 1-foot intervals along the rope. While knotted, has been coated inside with oil of slipperiness.
the rope shortens to a 50-foot length and grants When found, a container contains 5 ounces.
advantage on checks made to climb it.
One ounce of the glue can cover a 1-foot square
The rope has AC 20 and 20 hit points. It regains 1 surface. The glue takes 1 minute to set. Once it
hit point every 5 minutes as long as it has at least 1 hit has done so, the bond it creates can be broken
point. If the rope drops to 0 hit points, it is destroyed. only by the application of universal solvent or
Cost. 350 gp oil of etherealness, or with a wish spell.
Cost. 400 gp
Magic Item Attunement Gold Cost Magic Item Attunement Gold Cost
Sending Tokens No 250 gp Slippers of Spider Climbing Yes 1,650 gp
Goggles of Night No 300 gp Ring of Jumping Yes 1,700 gp
Wand of Magic Detection No 300 gp Periapt of Wound Closure Yes 2,000 gp
Rope of Climbing No 350 gp Pipes of The Sewers Yes 2,200 gp
Sovereign Glue No 400gp Boots of Levitation Yes 2,500 gp
Universal Solvent No 400gp Cloak of Protection Yes 3,000 gp
Wand of Secrets No 450 gp Ring of Protection Yes 3,000 gp
Bag of Holding No 500 gp Helm of Telepathy Yes 3,200 gp
Bubble of Air Breathing No 500 gp Ring of Mind Shielding Yes 3,400 gp
Pipes of Haunting No 550 gp Horn of Blasting No 3,500 gp
Eyes of Charming Yes 600 gp Winged Boots Yes 4,000 gp
Robber Gloves No 650 gp Elven Chain No 4,000 gp
Boots of Elvenkind No 650 gp Boots of Speed Yes 4,500 gp
Lantern of Revealing No 750 gp Dimensional Shackles No 4,800 gp
Cloak of The Manta Ray No 800 gp Gauntlets of ogre Power Yes 5,000gp
Cloak of Elvenkind Yes 850 gp Headband of Intellect Yes 5,000gp
Ring of Water Walking No 900 gp Bracers of Defense Yes 5,500 gp
Gloves of
Yes 950 gp Boots of The Winterlands Yes 6,000 gp
Swimming And Climbing
Efficient Quiver No 1,000 gp Ring of The Ram Yes 6,000 gp
Hat of Disguise Yes 1,000 gp Gem of Seeing Yes 6,500 gp
Medallion of Thoughts Yes 1,100 gp Cloak of The Bat Yes 7,500 gp
Boots of
Yes 1,100 gp Ring of X-Ray Vision Yes 8,000 gp
Striding And Springing
Bracers of Archery Yes 1,200 gp Ring of Free Action Yes 8,000 gp
Knight’s Saddle No 1,300 gp Ring of Evasion Yes 8,500 gp
Eyes of The Eagle Yes 1,400 gp Amulet of Health Yes 10,000gp
Brooch of Shielding Yes 1,500 gp Belt of Dwarvenkind Yes 11,000 gp
Necklace of Adaptation Yes 1,500 gp Ring of Invisibility Yes 12,000 gp
Gloves of Missile Snaring Yes 1,600 gp Ring of Spell Storing Yes 15,000 gp
CHAPTER 4 | Unique Enchantments 20
Universal Solvent without oxygen. The bubble stays until you speak
Wondrous item, legendary the command word again, it gets attacked, or if
the ornament is removed from your body.
This tube holds milky liquid with a strong alcohol
smell. You can use an action to pour the contents Cost. 500 gp
of the tube onto a surface within reach. The
liquid instantly dissolves up to 1 square foot of Pipes of Haunting
adhesive it touches, including sovereign glue. Wondrous item, uncommon
Cost. 400 gp You must be proficient with wind instruments to use
these pipes. They have 3 charges. You can use an action
Wand of Secrets to play them and expend 1 charge to create an eerie,
Wand, uncommon spellbinding tune. Each creature within 30 feet of you
that hears you play must succeed on a DC 15 Wisdom
The wand has 3 charges. While holding it, you can
saving throw or become frightened of you for 1 minute.
use an action to expend 1 of its charges, and if a
If you wish, all creatures in the area that aren’t hostile
secret door or trap is within 30 feet of you, the wand
toward you automatically succeed on the saving throw.
pulses and points at the one nearest to you. The
A creature that fails the saving throw can repeat it at
wand regains 1d3 expended charges daily at dawn.
the end of each of its turns, ending the effect on itself on
Cost. 450 gp a success. A creature that succeeds on its saving throw
is immune to the effect of these pipes for 24 hours. The
Bag of Holding pipes regain 1d3 expended charges daily at dawn.
Wondrous item, uncommon Cost. 550 gp
This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in diameter Eyes of Charming
at the mouth and 4 feet deep. The bag can hold up to Wondrous item, uncommon
500 pounds, not exceeding a volume of 64 cubic feet.
These crystal lenses fit over the eyes. They have 3
The bag weighs 15 pounds, regardless of its contents.
charges. While wearing them, you can expend 1
Retrieving an item from the bag requires an action.
charge as an action to cast the charm person spell
If the bag is overloaded, pierced, or torn, it ruptures (save DC 13) on a humanoid within 30 feet of you,
and is destroyed, and its contents are scattered in the provided that you and the target can see each other.
Astral Plane. If the bag is turned inside out, its contents The lenses regain all expended charges daily at dawn.
spill forth, unharmed, but the bag must be put right
Cost. 600 gp (requires attunement)
before it can be used again. Breathing creatures inside
the bag can survive up to a number of minutes equal
to 10 divided by the number of creatures (minimum
Robber Gloves
1 minute), after which time they begin to suffocate. Wondrous item, uncommon
Placing a bag of holding inside an extradimensional While wearing these gloves, you gain a bonus to
space created by a handy haversack, portable hole, or Dexterity (Sleight of Hand) checks and checks made
similar item instantly destroys both items and opens to pick locks equal to your proficiency modifier.
a gate to the Astral Plane. The gate originates where In addition, by touching a lock you automatically
the one item was placed inside the other. Any creature know the DC to open the lock and whether or
within 10 feet of the gate is sucked through it to a not a trap activates by the opening of the lock.
random location on the Astral Plane. The gate then Cost. 650 gp
closes. The gate is one-way only and can’t be reopened.
Cost. 500 gp Boots of Elvenkind
Wondrous item, uncommon
Bubble of Air Breathing While you wear these boots, your steps make no
Wondrous item, uncommon sound, regardless of the surface you are moving
While wearing this ornament, you can speak its across. You also have advantage on Dexterity
command word as an action to create a bubble (Stealth) checks that rely on moving silently.
of air around your head. It allows you to breathe Cost. 650 gp
clean air in environments where you normally
would not be able to, like underwater or in a room
21 CHAPTER 4 | Unique Enchantments
Lantern of Revealing Efficient Quiver
Wondrous item, uncommon Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 Each of the quiver’s three compartments connects to
pint of oil, shedding bright light in a 30-foot radius and an extradimensional space that allow the Quiver to
dim light for an additional 30 feet. Invisible creatures hold numerous items while never weighing more than
and objects are visible as long as they are in the 2 pounds. The shortest compartment can hold up to
lantern’s bright light. You can use an action to lower the sixty Arrows, bolts, or similar Objects. The midsize
hood, reducing the light to dim light in a 5-foot radius. compartment holds up to eighteen javelins or similar
Cost. 750 gp Objects. The longest compartment holds up to six
long Objects, such as bows, quarterstaffs, or spears.
Cloak of the Manta Ray You can draw any item the Quiver contains as if
Wondrous item, uncommon doing so from a regular Quiver or scabbard.
While wearing this cloak with its hood up, you can Cost. 1,000 gp
breathe underwater, and you have a swimming speed of
60 feet. Pulling the hood up or down requires an action. Medallion of Thoughts
Cost. 800 gp Wondrous item, uncommon
The medallion has 3 charges. While wearing it, you can
Cloak of Elvenkind use an action and expend 1 charge to cast the detect
Wondrous item, uncommon thoughts spell (save DC 13) from it. The medallion
While you wear this cloak with its hood up, Wisdom regains 1d3 expended charges daily at dawn.
(Perception) checks made to see you have disadvantage, Cost. 1,100 gp (requires attunement)
and you have advantage on Dexterity (Stealth) checks
made to hide, as the cloak’s color shifts to camouflage Boots of Striding and Springing
you. Pulling the hood up or down requires an action. Wondrous item, uncommon
Cost. 850 gp (requires attunement) While you wear these boots, your walking speed
becomes 30 feet, unless your walking speed is higher,
Ring of Water Walking and your speed isn’t reduced if you are encumbered
Ring, uncommon or wearing heavy armor. In addition, you can jump
three times the normal distance, though you can’t jump
While wearing this ring, you can stand on and move
farther than your remaining movement would allow.
across any liquid surface as if it were solid ground.
Cost. 1,100 gp (requires attunement)
Cost. 900 gp
Gloves of Swimming and Climbing Bracers of Archery
Wondrous item, uncommon
Wondrous item, uncommon
While wearing these bracers, you have proficiency
While wearing these gloves, climbing and swimming
with the longbow and shortbow, and you gain a
don’t cost you extra movement, and you gain a +5 bonus
+2 bonus to damage rolls on ranged attacks made
to Strength (Athletics) checks made to climb or swim.
with such weapons.
Cost. 950 gp (requires attunement)
Cost. 1,200 gp (requires attunement)
Hat of Disguise Knight’s Saddle
Wondrous item, uncommon
Wondrous item, uncommon
While wearing this hat, you can use an action to cast
While you ride a mount using this saddle, you can’t
the disguise self spell from it at will. The spell ends if
be dismounted against your will if you are conscious.
the hat is removed.
In addition, attack rolls against your mount are done
Cost. 1,000 gp (requires attunement) at disadvantage.
Cost. 1,300 gp
CHAPTER 4 | Unique Enchantments 22
Eyes of the Eagle Ring of Jumping
Wondrous item, uncommon Ring, uncommon
These crystal lenses fit over the eyes. While wearing While wearing this ring, you can cast the
them, you have advantage on Wisdom (Perception) jump spell from it as a bonus action at will, but
checks that rely on sight. In conditions of clear visibility, can target only yourself when you do so.
you can make out details of even extremely distant Cost. 1,700 gp (requires attunement)
creatures and objects as small as 2 feet across.
Cost. 1,400 gp (requires attunement) Periapt of Wound Closure
Wondrous item, uncommon
Brooch of Shielding While you wear this pendant, you stabilize whenever
Wondrous item, uncommon you are dying at the start of your turn. In addition,
While wearing this brooch, you have resistance whenever you roll a Hit Die to regain hit points,
to force damage, and you have immunity to double the number of hit points it restores.
damage from the magic missile spell. Cost. 2,000 gp (requires attunement)
Cost. 1,500 gp (requires attunement)
Pipes of the Sewers
Necklace of Adaptation Wondrous item, uncommon
Wondrous item, uncommon You must be proficient with wind instruments
While wearing this necklace, you can breathe normally to use these pipes. While you are attuned to the
in any environment, and you have advantage on saving pipes, ordinary rats and giant rats are indifferent
throws made against harmful gases and vapors toward you and will not attack you unless you
(such as cloudkill and stinking cloud effects, inhaled threaten or harm them.
poisons, and the breath weapons of some dragons). The pipes have 3 charges. If you play the pipes as
Cost. 1,500 gp (requires attunement) an action, you can use a bonus action to expend 1
to 3 charges, calling forth one swarm of rats with
Gloves of Missile Snaring each expended charge, provided that enough rats are
Wondrous item, uncommon within half a mile of you to be called in this fashion (as
determined by the GM). If there aren’t enough rats to
These gloves seem to almost meld into your hands
form a swarm, the charge is wasted. Called swarms
when you don them. When a ranged weapon attack
move toward the music by the shortest available
hits you while you’re wearing them, you can use your
route but aren’t under your control otherwise. The
reaction to reduce the damage by 1d10 + your Dexterity
pipes regain 1d3 expended charges daily at dawn.
modifier, provided that you have a free hand. If you
reduce the damage to 0, you can catch the missile Whenever a swarm of rats that isn’t under another
if it is small enough for you to hold in that hand. creature’s control comes within 30 feet of you while you
are playing the pipes, you can make a Charisma check
Cost. 1,600 gp (requires attunement)
contested by the swarm’s Wisdom check. If you lose
Slippers of Spider Climbing the contest, the swarm behaves as it normally would
and can’t be swayed by the pipes’ music for the next
Wondrous item, uncommon
24 hours. If you win the contest, the swarm is swayed
While you wear these light shoes, you can move up, by the pipes’ music and becomes friendly to you and
down, and across vertical surfaces and upside down your companions for as long as you continue to play the
along ceilings, while leaving your hands free. You pipes each round as an action. A friendly swarm obeys
have a climbing speed equal to your walking speed. your commands. If you issue no commands to a friendly
However, the slippers don’t allow you to move this way swarm, it defends itself but otherwise takes no actions.
on a slippery surface, such as one covered by ice or oil. If a friendly swarm starts its turn and can’t hear the
Cost. 1,650 gp (requires attunement) pipes’ music, your control over that swarm ends, and
the swarm behaves as it normally would and can’t be
swayed by the pipes’ music for the next 24 hours.
Cost. 2,200 gp (requires attunement)
23 CHAPTER 4 | unique Enchantments
Boots of Levitation Horn of Blasting
Wondrous item, rare Wondrous item, rare
While you wear these boots, you can use an action You can use an action to speak the horn’s command
to cast the levitate spell on yourself at will. word and then blow the horn, which emits a
Cost. 2,500 gp (requires attunement) thunderous blast in a 30-foot cone that is audible
600 feet away. Each creature in the cone must
Cloak of Protection make a DC 15 Constitution saving throw. On a
Wondrous item, uncommon failed save, a creature takes 5d6 thunder damage
and is deafened for 1 minute. On a successful save,
You gain a +1 bonus to AC and saving throws a creature takes half as much damage and isn’t
while you wear this cloak. deafened. Creatures and objects made of glass
Cost. 3,000 gp (requires attunement) or crystal have disadvantage on the saving throw
and take 10d6 thunder damage instead of 5d6.
Ring of Protection Each use of the horn’s magic has a 20 percent chance
Ring, rare of causing the horn to explode. The explosion deals
You gain a +1 bonus to AC and saving 10d6 fire damage to the blower and destroys the horn.
throws while wearing this ring. Cost. 3,500 gp
Cost. 3,000 gp (requires attunement)
Winged Boots
Helm of Telepathy Wondrous item, uncommon
Wondrous item, uncommon While you wear these boots, you have a flying speed
While wearing this helm, you can use an action to equal to your walking speed. You can use the boots to
cast the detect thoughts spell (save DC 13) from it. As fly for up to 4 hours, all at once or in several shorter
long as you maintain concentration on the spell, you flights, each one using a minimum of 1 minute from the
can use a bonus action to send a telepathic message duration. If you are flying when the duration expires,
to a creature you are focused on. It can reply--using a you descend at a rate of 30 feet per round until you land.
bonus action to do so--while your focus on it continues. The boots regain 2 hours of flying capability
While focusing on a creature with detect for every 12 hours they aren’t in use.
thoughts, you can use an action to cast the Cost. 4,000 gp (requires attunement)
suggestion spell (save DC 13) from the helm on
that creature. Once used, the suggestion property Elven Chain
can’t be used again until the next dawn. Armor (chain shirt), rare
Cost. 3,200 gp (requires attunement) You gain a +1 bonus to AC while you wear this
armor. You are considered proficient with this armor
Ring of Mind Shielding even if you lack proficiency with medium armor.
Ring, uncommon
AC = 14 (13+1) + Dex modifier (max of 2)
While wearing this ring, you are immune to magic
Cost. 4,000 gp
that allows other creatures to read your thoughts,
determine whether you are lying, know your
alignment, or know your creature type. Creatures can
Boots of Speed
Wondrous item, rare
telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become While you wear these boots, you can use a bonus
invisible until you use another action to make it action and click the boots’ heels together. If you
visible, until you remove the ring, or until you die. do, the boots double your walking speed, and any
creature that makes an opportunity attack against
If you die while wearing the ring, your soul enters you has disadvantage on the attack roll. If you click
it, unless it already houses a soul. You can remain your heels together again, you end the effect.
in the ring or depart for the afterlife. As long as
your soul is in the ring, you can telepathically When the boots’ property has been used
communicate with any creature wearing it. A wearer for a total of 10 minutes, the magic ceases
can’t prevent this telepathic communication. to function until you finish a long rest.
Cost. 4,500 gp (requires attunement)
Cost. 3,400 gp (requires attunement)
CHAPTER 4 | Unique Enchantments 24
Dimensional Shackles Ring of the Ram
Wondrous item, rare Ring, rare
You can use an action to place these shackles on This ring has 3 charges, and it regains 1d3 expended
an incapacitated creature. The shackles adjust to charges daily at dawn. While wearing the ring, you
fit a creature of Small to Large size. In addition can use an action to expend 1 to 3 of its charges to
to serving as mundane manacles, the shackles attack one creature you can see within 60 feet of
prevent a creature bound by them from using any you. The ring produces a spectral ram’s head and
method of extradimensional movement, including makes its attack roll with a +7 bonus. On a hit, for
teleportation or travel to a different plane of each charge you spend, the target takes 2d10 force
existence. They don’t prevent the creature from damage and is pushed 5 feet away from you.
passing through an interdimensional portal. Alternatively, you can expend 1 to 3 of the ring’s
You and any creature you designate when you use charges as an action to try to break an object you
the shackles can use an action to remove them. Once can see within 60 feet of you that isn’t being worn
every 30 days, the bound creature can make a DC or carried. The ring makes a Strength check
30 Strength (Athletics) check. On a success, the with a +5 bonus for each charge you spend.
creature breaks free and destroys the shackles. Cost. 6,000 gp (requires attunement)
Cost. 4,800 gp
Gem of Seeing
Gauntlets of Ogre Power Wondrous item, rare
Wondrous item, uncommon This gem has 3 charges. As an action, you can
Your Strength score is 19 while you wear speak the gem’s command word and expend 1
these gauntlets. They have no effect on you charge. For the next 10 minutes, you have truesight
if your Strength is already 19 or higher. out to 120 feet when you peer through the gem.
Cost. 5,000 gp (requires attunement) The gem regains 1d3 expended charges daily at dawn.
Cost. 6,500 gp (requires attunement)
Headband of Intellect
Wondrous item, uncommon Cloak of the Bat
Your Intelligence score is 19 while you wear Wondrous item, rare
this headband. It has no effect on you if your While wearing this cloak, you have advantage on
Intelligence is already 19 or higher. Dexterity (Stealth) checks. In an area of dim light
Cost. 5,000 gp (requires attunement) or darkness, you can grip the edges of the cloak
with both hands and use it to fly at a speed of 40
Bracers of Defense feet. If you ever fail to grip the cloak’s edges while
Wondrous item, rare flying in this way, or if you are no longer in dim
light or darkness, you lose this flying speed.
While wearing these bracers, you gain a +2 bonus to
AC if you are wearing no armor and using no shield. While wearing the cloak in an area of dim light or
darkness, you can use your action to cast polymorph
Cost. 5,500 gp (requires attunement)
on yourself, transforming into a bat. While you are
Boots of the Winterlands in the form of the bat, you retain your Intelligence,
Wisdom, and Charisma scores. The cloak can’t
Wondrous item, uncommon
be used this way again until the next dawn.
These furred boots are snug and feel quite warm.
Cost. 7,500 gp (requires attunement)
While you wear them, you gain the following benefits:
• You have resistance to cold damage.
• You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees
Fahrenheit without any additional protection. If you
wear heavy clothes, you can tolerate temperatures as
low as −100 degrees Fahrenheit.
Cost. 6,000 gp (requires attunement)
25 CHAPTER 4 | Unique Enchantments
Ring of X-Ray Vision In addition, while attuned to the belt, you have a 50
Ring, rare percent chance each day at dawn of growing a full
While wearing this ring, you can use an action to beard if you’re capable of growing one, or a visibly
speak its command word. When you do so, you can thicker beard if you already have one.
see into and through solid matter for 1 minute. This If you aren’t a dwarf, you gain the following
vision has a radius of 30 feet. To you, solid objects additional benefits while wearing the belt:
within that radius appear transparent and don’t
• You have advantage on saving throws against poison,
prevent light from passing through them. The vision
and you have resistance against poison damage.
can penetrate 1 foot of stone, 1 inch of common metal,
or up to 3 feet of wood or dirt. Thicker substances • You have darkvision out to a range of 60 feet.
block the vision, as does a thin sheet of lead.
• You can speak, read, and write Dwarvish.
Whenever you use the ring again before taking a
long rest, you must succeed on a DC 15 Constitution Cost. 11,000 gp (requires attunement)
saving throw or gain one level of exhaustion.
Cost. 8,000 gp (requires attunement)
Ring of Invisibility
Ring, legendary
Ring of Free Action While wearing this ring, you can turn invisible as
Ring, rare an action. Anything you are wearing or carrying is
invisible with you. You remain invisible until the ring
While you wear this ring, difficult terrain doesn’t is removed, until you attack or cast a spell, or until
cost you extra movement. In addition, magic can you use a bonus action to become visible again.
neither reduce your speed nor cause you to be
paralyzed or restrained. Cost. 12,000 gp (requires attunement)
Cost. 8,000 gp (requires attunement) Ring of Spell Storing
Ring, rare
Ring of Evasion This ring stores spells cast into it, holding them
Ring, rare
until the attuned wearer uses them. The ring can
This ring has 3 charges, and it regains 1d3 expended store up to 5 levels worth of spells at a time.
charges daily at dawn. When you fail a Dexterity
Any creature can cast a spell of 1st through 5th
saving throw while wearing it, you can use your
level into the ring by touching the ring as the spell is
reaction to expend 1 of its charges to succeed on that
cast. The spell has no effect, other than to be stored
saving throw instead.
in the ring. If the ring can’t hold the spell, the spell is
Cost. 8,500 gp (requires attunement) expended without effect. The level of the slot used to
cast the spell determines how much space it uses.
Amulet of Health While wearing this ring, you can cast any spell
Wondrous item, rare stored in it. The spell uses the slot level, spell save
Your Constitution score is 19 while you wear this DC, spell attack bonus, and spellcasting ability
amulet. It has no effect on you if your Constitution is of the original caster, but is otherwise treated as
already 19 or higher. if you cast the spell. The spell cast from the ring
Cost. 10,000 gp (requires attunement) is no longer stored in it, freeing up space.
Cost. 15,000 gp (requires attunement)
Belt of Dwarvenkind
Wondrous item, rare
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to
a maximum of 20.
• You have advantage on Charisma (Persuasion) checks
made to interact with dwarves.
CHAPTER 4 | Unique Enchantments 26
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