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10 Vault Arcane Secrets

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0% found this document useful (0 votes)
64 views12 pages

10 Vault Arcane Secrets

Uploaded by

Francois Cousin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction a shield, but nothing more.

To many, it looks like


an impossible geometric shape, to others, it appears
as what can only be described as an inverted circle
Welcome to the Vault of Arcane Secrets, where mys- for only a second. Then, as they blink in wonder, it
tical and otherworldly items are strewn about, ready again materializes as another shape entirely.
to be picked up by any foolhardy adventurer looking When donned, you gain a +3 bonus to AC in ad-
for a magical item. It is said that hundreds of magi- dition to the shield’s normal +2 AC bonus and are
cal items are hidden in its depths, though only ifty immune to mind-afecting efects.
could be found currently. Perhaps more will turn up As an action, you may point your shield at a crea-
later. ture and show them the ininite possibilities of what-
Dungeon Masters are the primary audience for could-be. The target creature must succeed on a
this book. Each and every item within these pages Wisdom saving throw versus DC 17 or sufer from a
is easily and readily dropped into your own game or randomly chosen Short-Term Madness. You regain
campaign setting (changing a few names of Faerun- use of this ability next dawn.
speciic items, of course). Players will be dazzled and
marveled upon seeing magical armors, staves, le- Slimesuit
gendary mirrors and so much more in this book. I
hope you enjoy using these items as much as I’ve Armor (studded leather), Very Rare (Requires Attune-
enjoyed creating them! ment)
A tightly-wound jar of emerald ooze. As an ac-
tion, you may telepathically command the ooze to

Magical Items form itself on you. The jar opens of its own accord
and the ooze within leaps onto your body, before for-
ming a surprisingly-efective bodysuit of goo. When
Over the course of hundreds of centuries, piles of in armor form, you have resistance to bludgeoning
magical items have sat idly in the Vault of Arcane damage. In addition, you are immune to the grapp-
Secrets, ready to be used by an owner once again. led condition and can walk up walls as though you
This section lists magical weapons, armors, staves were under the spiderwalk spell.
and other wondrous items.
Weapons
Armor
Assassination Shiv
Fingermail Weapon (dagger), Uncommon
Armor (chainmail), Very Rare (Requires Attunement) Commonly found in the backs of much too ar-
Like chainmail consists of hundreds of chain links rogant and little too paranoid drow, these thin bla-
carefully bound together to form a layer of steel, Fin- des are mass-produced in Underdark society. They
germail is the same… only with hundreds of tightly- make no noise when drawn or when used to attack.
linked, tightly-woven ingers. Fingers of each and When this weapon hits a surprised creature, it deals
every race – from the green-tinted orc or the slen- an extra 1d10 of poison damage.
der elf – all types of ingers can be found on this
unusual piece of armor. Blood Quill
Though uncomfortable to wear, those who do ma-
nage to put it on inds it has surprising defensive Weapon (dagger), Rare
power. When worn, you have a +2 bonus to AC. In A thin blade connected to a red plume, as if mas-
addition, some hands detach in order to help you querading as a quill. Though illegal in the Hells, the
grip enemies. You have advantage on grappling checks Blood Quill does circulate around the seedier parts
and creatures you grapple have disadvantage to es- of the Infernal planes. Many devils sneer at the use
cape your grapples. of a Blood Quill, as it means that the contract-maker
was unable to make a convincing enough contract
that they had to resort to non-consensual means.
Shield of Impossibility
While wielding the Blood Quill, you have a +1 bo-
Armor (shield), Legendary (Requires Attunement) nus to attack and damage rolls.
No one can truly describe what the Shield of Im- When you deal damage to a living creature that
possibility looks like, thus its name. At its very co- has blood using the Blood Quill, the Blood Quill ab-
re, onlookers recognize the concept of the item as sorbs a portion of that blood. The Blood Quill can

2
then be used to sign a name on a contract as if the weapon form, you have a +1 bonus to attack and
owner of the blood wrote it themselves. damage rolls.

Bloodstained Cleaver Staves


Weapon (shortsword), Uncommon
This massive cleaver has a spraying of crimson, Witch's Staff
dried blood on its edge. It smells of death and its Staf, Very Rare (Requires Attunement by a Druid,
handle emits a faint aura of malevolence. Sorcerer, Wizard, or Warlock)
When you strike a living creature with this wea- A classic item of power held by witches of any
pon, its blood splatters onto your cleaver, which over- kind. True, powerful witches tend to enjoy the clas-
rides any blood on the cleaver before. As long as your sics.
knife has a creature’s blood on it, you know the ge- This staf can be wielded as a magic quarterstaf
neral direction of the creature. In addition, you ha- that grants a +2 bonus to attack and damage rolls
ve a +1 bonus to attack and damage rolls against a made with it. While holding it, you gain a +2 bo-
creature whose blood you have on your cleaver. This nus to Armor Class, saving throws, and spell attack
ability is speciic to that creature, so striking an orc rolls.
does not mean you have this ability against all orcs,
While holding the Witch’s Staf with at least one
rather only the speciic orc you struck.
charge, you gain a flight speed equal to 60 feet. The
staf has 10 charges. While holding it, you can use
Everstretching Tentacle an action to expend 1 or more of its charges to cast
one of the following spells from it, using your spell
Weapon (whip), Rare (Requires Attunement)
save DC: blight (5 charges), enthrall (2 charges), arms
A slimy and thin tentacle shaped like a three foot
of hadar (1 charge), or fear (3 charges).
long whip. At random intervals, oddly-shaped and
The staf regains 1d6+4 expended charges daily
oddly-sized eyes spread from hidden crevasses and
at dawn. If you expend the last charge, roll a d20.
folds from its flesh.
On a 1. the staf turns into a swarm of scattering
Despite the whip’s short length, when used to
rats and is destroyed.
attack, its length stretches to impossible lengths. It
can be used to make a ranged attack. When doing
so, treat the whip as a thrown weapon (60/120 feet) Wondrous Items
that returns to your hand after each attack.
Amulet of the Spider Goddess
Never-Hit Wonder Wondrous Item, Very Rare (Requires Attunement by a
Weapon (dagger), Very Rare (Requires Attunement) Female)
An overly-ornate and adorned dagger, itted with An amulet with the black, calciied remains of a
too many valuable gems and coated in heavy layers black widow hanging from a golden thread. Enchan-
of gold. It is obvious to the eye that this blade is ted by the man-hating Lolth herself, this amulet vio-
meant more for showmanship than actual combat. lently denies its service to anyone that is not female.
While wielding the Never-Hit Wonder, you have a Men who wear this amulet take 1d12 necrotic dama-
+1 to attack and damage rolls. When you target a ge every round until they take it of.
creature with the Never-Hit Wonder and miss, you While attuned to this amulet, you ignore move-
may make an additional ranged attack at diferent ment restrictions caused by webbing, have immuni-
creature within 30 feet of the original target at ad- ty to both poison damage and the poisoned conditi-
vantage. In addition, you may choose to miss whene- on and have darkvision up to 120 feet.
ver you attack a creature with the Never-Hit Wonder. In addition, you may summon a Drider (MM pg
The Never-Hit Wonder flies back to your hand after 130) for 1 minute. The summoned creature is fri-
every attack. endly to you and your companions – though begrud-
gingly. Roll initiative for the summoned creature as
a group, which has its own turns. They obey any
Slimehammer
verbal commands that you issue to them (with no
Weapon (maul), Uncommon (Requires Attunement) action required by you). If you don’t issue any com-
What appears to be just a simple ist-sized blob of mands to them, they defend themselves from hostile
ooze is… just a pile of ooze. With a command word, creatures, but otherwise take no actions. Once you
the ooze jumps from your inventory to your hand, use this ability, you must complete a long rest before
before expanding into a giant, green maul. When in regaining use of this ability.

3
Bard-Poet's Secret Weapon The Burned Mask
Wondrous Item, Very Rare Wondrous Item, Very Rare (Requires Attunement)
When challenged by an opposing poet in a battle This black, wooden mask is shriveled and britt-
of clever lyrics and burning flow, bard-poets often le, like a slab of a tree that managed to survive an
sweat under the pressure of being one-upped and intense flame. Heat emanates from it as if it were a
“roasted”. One particular poet had lines of rhymes warm, beating heart.
written down and enchanted in order to add some When you wear the Burned Mask, you have re-
impact to his otherwise mediocre performances. sistance to ire damage. If you have resistance to ire
Six iery lines appear on the list. As an action, damage from another source, you instead have im-
you may recite one line from the Bard-Poet’s Secret munity to ire damage.
Weapon at a creature who can hear you within 60 As an action, you may turn into a iery cloud of
feet. That creature must make on a DC 15 Charisma infernos – the Burned Mask acting as a face – for 1
save. On a failure, they sufer 6d6 ire damage, in minute. During this duration, you have resistance
addition to becoming mute. On a success, they take versus non-magical bludgeoning, piercing and sla-
only half damage. Once recited, a line disappears shing damage. You can move through a space as
from the parchment. Daily at dawn, 1d6 removed narrow as 1 inch wide without squeezing. A creatu-
lines reappear on the parchment. re that touches you or hits you with a melee attack
while within 5 feet of you takes 4d6 ire damage. In
addition, you can enter a hostile creature’s space
Blank Mask
and stop there. The irst time you enter a creature’s
Wondrous Item, Rare space on a turn, that creature takes 4d6 ire dama-
This featureless mask is nothing but a white oval ge and catches ire; until someone takes an action
with holes for eyes and a remarkably tough string for to douse the ire, the creature takes 4d6 ire dama-
tying. ge at the start of each of its turns. You may still
Upon donning the mask, you may spend ten mi- attack and interact with your inventory as per nor-
nutes meditating. At the end of the meditation, you mal. When interacting with flammable objects, you
become utterly generic and unremarkable. Your face may choose not to ignite objects. When you use this
and build is like other members of your race and ability, you may not do so again until you complete
gender, but is supremely average. Wisdom (Percepti- a long rest.
on) checks to notice you in a crowd are made at a -10
penalty. You have disadvantage on Charisma (Per-
suasion) and Charisma (Intimidate) checks. People Chair of Lion Taming
have a difficult time remembering you, even if you Wondrous Item, Rare
spoke to them at length. Divination efects to iden- When some lion-tamers ind that they are ra-
tify or otherwise locate you automatically fail. ther lacking in their skills, they would much rather
spend time enchanting an old, rickety chair than ha-
Blob of Many Things ve their hand bitten of by practicing with a lion.
When wielding the Chair of Lion Taming, treat
Wondrous Item, Common
this weapon as an Improvised Weapon you are proi-
A rounded, green blob malleable enough to be
cient with. The Chair has 10 charges, which powers
stretched into anything. Using an action, you may
the spells within. As an action, you may cast the
form this blob into any item under Adventuring Gear
following spells: Charm Monster (5 charges), Charm
under or equal to 5 gp (i.e. rope or caltrops). Upon
Person (2 charges), Hypnotic Pattern (4 charges).
usage, you must complete a short rest before using
the item’s ability again.
Contract Monocle
Bongo of Distant Noises
Wondrous Item, Common
Wondrous Item, Common When writing a contract, always read the ine
This cylindrical instrument has arrows engra- print, especially the very ine print. Mortals with
ved around its sides, always pointing away from the experience in making contracts with devils always
drum instead of towards. have one of these on-hand. Devils making contracts
When you play on this bongo, you may choose with the unexperienced – for some reason or ano-
an area within 60 feet that you can see. Instead of ther – forget to mention this item’s existence. When
the percussion coming from the bongo, the noise held up to one’s eye, its wearer can zoom in on a
instead erupts in the chosen area. parchment up to 50x their normal vision.

4
Contract of Protection A steel collar with its inner band lined with tiny
iron spikes, made to catch onto a prisoner’s skin,
Wondrous Item, Very Rare (Requires Attunement)
causing constant pain and making it much more
Mass-produced contracts that promise great power difficult to forcefully remove. Each collar is also en-
in exchange for a little of the user’s blood each time. chanted with a slight divination efect to locate the
For what this blood is used for? Who knows. wearer. The creature who puts the Drow Slave Col-
The Contract of Protection is unique in that it is lar onto another creature knows the general direc-
not fueled by charges. Rather, for each ability that tion and distance (i.e. north, a few hundred feet) of
uses a charge, its user takes a number of necrotic the wearer. To remove the collar from yourself, you
damage equal to twice their character level for each must succeed on either a DC 20 Sleight of Hand or
charge spent. In addition, once attuned to the con- a DC 25 Strength check.
tract, you cannot be un-attuned unless you destroy
it entirely.
While holding the Contract, you may use your The Decaying Mask
action to cast one of the following spells: chain light-
ning (6 charges), flame blade (2 charges), flame strike Wondrous Item, Legendary (Requires Attunement)
(5 charges), ireball (3 charges) ire storm (7 char- Ancient and rotting, this disgusting mask is tee-
ges), phantasmal killer (4 charges). ming with maggots and grubs poking holes through
Once attuned, the only way to un-attune yourself the rusting wood. To place it on one’s face is to make
from the Contract is to destroy it entirely. direct contact with worms and other corpse-scavengers.
When worn, mindless undead will not attack you
unless provoked. Creatures cannot beneit from ma-
Crown of Seasons gical efects that heal within 60 feet of you. All crea-
Wondrous Item, Rare (Requires Attunement) tures within 60 feet of you with Regeneration ha-
This circle of thin branches and thorns seems ve their Regeneration suppressed. In addition, when
insubstantial and even flimsy, but in its roots there you would take necrotic damage, it instead heals you
is a considerable power to them. an equal amount.
After completing a long rest while wearing the
Crown of Seasons, choose one of the following se-
asons and you will gain their beneits:
Eight-Legged Cauldron
Spring. Wispy and vibrant vines wrap around your Wondrous Item, Uncommon
head, becoming a crown of flowers. You are immune A black-iron cauldron that, when called with a
to efects that reduce your maximum hit point total command word, erupts eight legs from its base and
and you gain 1d4 hit point every hour. follows its master excitedly with a move speed of
Summer. A tiny mote of ireflies surrounds your 35 feet. This cauldron can hold up to 100 pounds
head like a halo. You have a flying speed equal to of equipment. An eight-legged cauldron can be tur-
your movement speed. Additionally, you shed light ned inactive again by simply speaking its command
like a torch. word.
Autumn. Swarms of prismatic leaves form a na-
tural circlet. You are immune to all disease efects.
You have resistance to poison damage and advanta- Elvish Finger of Guidance
ge on saves versus poison.
Wondrous Item, Common
Winter. A modest flurry of snow creates an icy,
crystal-like crown upon your head. You have resis- This slender, severed inger always knows the four
tance to cold damage and your movement speed in- cardinal directions. When asked, the inger points
creases by 20 feet. In addition, you may move through itself that way. If it is truly impossible to tell direc-
enemies without treating them as difficult terrain. tion – for example, in a magical plane without any
When you do so, they must make a DC 13 Dexterity concept of direction – then the inger curls in upon
save or fall prone. itself.
These efects last until you complete another long
rest, which you may then choose another season. Energetic Marching Drum
You cannot choose the same season two times in a
row. Wondrous Item, Uncommon (Requires Attunement)
This drum has an awkward, smiling face on one
side with a thumbs up on the other. Annoyingly po-
Drow Slave Collar
sitive phrases are etched into the sides, such as “You
Wondrous Item, Common can do it!” or “Believing is half the battle!”

5
When you play this drum as you are traveling, In addition to being mobile, the Fold-Away Wagon
your traveling pace while walking is doubled. In ad- is built for carnival troupes. Speaking a command
dition, you have advantage on Constitution saves word, the wagon folds into itself and unfolds once
during Forced Marches. more, this time as a large tent it for sixty people.

False Beard of True Beards


Wondrous Item, Common Foreign Symbiote
This fake-feeling beard has an odd sheen to it, as
if it were mass-made instead of handcrafted. It’s not Wondrous Item, Legendary (Requires Attunement)
as if it were even a good beard, rather it is scraggly, This octopus-like creature its snugly in the plam
thin and ill-kept. It’d look perfect on a vagrant more of your hand, though its constant twitching and roa-
than anything else. ming vision suggests it wants more than to stay on
When you wear this false beard, you may sprout your palm.
a full-blown dwarvish beard as an action. Its exact You may attach the Foreign Symbiote to the back
length and style is up to you, but can be limited by of your head as an action. When worn, your Wis-
the DM. This beard is attached to your face as a nor- dom and Intelligence scores are reduced to 7 if they
mal beard, but can be returned back to its original would be higher. Your alignment shifts one closer to
state as an action. evil and you gain the following beneits:

Flute of the Feywild


• You have advantage on Dexterity saves and checks.
Wondrous Item, Very Rare
Elegant and fairy-like in design, this thin flute • You are immune to mind-afecting efects.
has an arcane power to evoke the many hallucina-
tions of the Feywild. Playing it breathes a harp-like • You have resistance to psychic damage. If you ha-
melody, teeming with magic that is ready to be used ve resistance to psychic damage from a diferent
for trickery and mischief. source, then you have immunity to psychic dama-
The Flute of the Feywild has 10 charges, which ge.
fuels the spells within. You may cast the following
• Creatures who attempt to use mind-afecting ef-
spells as an action: dream (5 charges), greater invi-
fects on you or talk to you with telepathy take 5d6
sibility (4 charges), hallucinatory terrain (4 charges),
psychic damage.
hypnotic pattern (3 charges), invisibility (2 charges),
mirage arcana (7 charges), programmed illusion (6 • You have telepathy up to 60 feet. If you have te-
charges), sleep (1 charge). lepathy from a diferent source, then your range
The flute regains 1d6+4 expended charges daily increases to 120 feet if it were lower.
at dawn. If you expend the last charge, roll a d20.
On a 1, the flute pops in a tiny puf of sparkles and
high-pitched giggles. To remove the Foreign Symbiote, you must suc-
ceed on a DC 15 Charisma save or you are otherwise
Fold-Away Wagon compelled not to remove it until a week has passed.
By the end of the week, you may remake the save
Wondrous Item, Uncommon again.
An inconspicuous wooden crate. When opened
with a command word, the crate pops open and swift-
ly unfolds a large horse-drawn wagon, complete with
wooden walls and a roof. Gibbering Mouth-Ball
The Fold-Away Wagon provides a rustic atmos-
phere that magically extends itself to its inhabitants. Wondrous Item, Common
The Wagon is only as large as a small house, but is A fleshy ball the size of a medium-sized stone.
illed with the essentials, such as fold-away beds, Dozens of tiny mouths appear, disappear and reap-
chairs, food and water. The interior is always warm pear at strange intervals, each one constantly mum-
and comforting despite outside weather, short of ma- bling and muttering unintelligible words. When as-
gical storms. Its exterior is as large as a small house ked a yes or no question, roll a d20. Answers corre-
and can only be fully opened with enough space to spond to the number rolled, according to the chart
it its size. You may fold the wagon back into a ma- below, as the mouths speak in unison in a low but
nageable crate with a command word. audible whisper. Answers have no bearing on the

6
actual future. check, and the creature making the attempt takes
24 (8d6) acid damage.
Roll Answer
If a creature inside the goo is killed, you miss
1 Ïf you wish to die, yes.”
with the goo or a creature is pulled out of the goo,
2 ”They reply no.”
the Gluttonous Goo shrinks into its small ball-form
3 ”The many speak negative.”
once again and falls uselessly on the floor. It cannot
4 ”The future foretells no.”
be used again until you inish a long rest.
5 ”We are in constant doubt.”
6 ”The future is uncertain.”
7 Äsk the past, for the future is unknown.” Gloves of Gluttony
8 Ït is better not to say.”
9 ”We are unable to predict.” Wondrous Item, Hands, Legendary
10 ”Concentrate and ask again.” Less of a gauntlet and more of a fleshy devil-skin
11 ”The signs are believable.” glove with sharp-as-sin nails, the Hellire Hand has
12 ”The future is likely positive.” often been hidden amongst the archiends’ stowed-
13 ”The many believe yes.” away possessions. For some reason or another – not-
14 ”Not certainly yes, but yes.” hing good – the Hellire Hand has been taken outside
15 ”The mouths speak uncertainly positive.” of its owner’s vault.
16 ”the mouths speak certainly positive.” While wearing the Hellire Hand, your unarmed
17 ”We would stake your life on it.” attacks deal 1d10 slashing damage and are conside-
18 ”He knows it to be true.” red magical for the purposes of resistances and im-
19 ”The many know it is so.” munities.
20 ”We speak a certainty.” The Hellire Hand has 10 charges. While wearing
the Hand, you may use your action to cast one of the
following spells: burning hands (1 charge), ireball
(3 charges), immolation (5 charges), scorching ray
Gloves of Gluttony (2 charges), wall of ire (4 charges). You can increase
Wondrous Item, Glove, Rare (Requires Attunement) the spell slot level by one for each additional char-
ge you expend. When spells cast from the Hellire
A pair of leather gloves with massive, torn ho-
Hand deal ire damage, it ignores resistances and
les in the palms. When worn, giant lacerations te-
immunities.
ar forth from your palms as a line of teeth and a
long, purplish tongue erupts around the edge of this This item regains 1d4+3 charges every day at dawn.
gash. If reduced to 0 charges, roll a d20. On a 1, the Hell-
ire Hand disappears in a flash of flame, leaving only
While wearing these gloves, your main mouth is
blackened ash behind, returning back to a random
useless. You are unable to speak, breathe, eat or
vault in Hell.
drink from your main mouth. Instead, you are able
eat, drink, breathe and speak through the holes from
your hands. You have advantage on Strength (Ath- Helm of Squishiness
letics) checks to grapple and any creature grappled
by you takes 1d10 piercing damage at the start of Wondrous Item, Rare (Requires Attunement)
their turns. A transparent and malleable helmet that can it
heads of all sizes. When worn, you have a +1 bonus
to AC. In addition, when you are hit by a critical
Gluttonous Goo hit, you may ignore the damage done as a reaction.
Once you use this ability, you are unable to do so
Wondrous Item, Legendary (Requires Attunement)
until you inish a long rest.
This small ball of purplish slime seems innocent
at irst, but below its exterior of sludge, a gaping
maw of voraciousness lies. You may throw this item Horn of Lurue
at a creature using a ranged weapon attack at a +4
bonus to attack rolls. If it hits, the Gluttonous Goo Wondrous Item, Legendary (Requires Attunement)
expands in size and swallows the creature as long as Though named after the Unicorn Queen, this horn
its size is lower than gargantuan. When swallowed, is not truly hers, rather it is a great item of power
the creature is restrained and takes 40 (12d8) acid that was devoted in her name. You place the base
damage at the beginning of their turn. A creature of this horn on top of one’s head, where it magically
may pull itself out or pull another creature out of the attaches to their skin to mimic the appearance of an
Gluttonous Goo by succeeding on a DC 17 Strength actual unicorn.

7
When worn, you may attack with the Horn of Lu- Many ind it difficult to express their emotions
rue as a melee weapon that deals 1d8 piercing da- when they wear their masks. That is not so when it
mage. You have a +2 bonus to attack and damage comes to the Mask of Changing Expressions.
rolls when using this weapon. When you move in a When you wear the Mask of Changing Expres-
straight line and make an attack at the end of the sions, the face of the mask changes to reflect your
movement, you deal extra damage. For each 10 feet emotions. When angry, the mask glows hot-red whi-
your move, you deal an extra 1d8 piercing damage le its eye-slits downturn and narrow. When happy,
on a hit. the mask is tinted a peaceful green. When confused,
Once per long rest, you may gently touch the the mask’s eye-slits turn into cartoonish swirls, and
Horn of Lurue against a creature. The target is cured so on.
of all diseases and neutralized of all poisons.
Million-Faced Mask
The Hundred Eyes of the Matriarch
Wondrous Item, Uncommon
Wondrous Item, Eyes, Legendary (Requires Attune- This mask has a line down the middle, splitting
ment) the mask into two halves. The left half is pale and
This device its on the head in such a way that it white, while the right half is dark and black.
covers both of the wearer’s eyes. Thirty-two rubies When worn, you may cast alter self as a spell
are set into its silver surface, starting directly over targeting yourself. There’s no concentration requi-
the covered eyes and rising in a line toward the top of rement. When you use this ability, you may not do
the head, mimicking the many eyes of a spider. The so again until you complete a long rest.
jagged shape of the item is reminiscent of a spider’s
legs. Mirror of Absolute Reflection
To attune to the Hundred Eyes, you must irst
equip the Hundred Eyes of the Matriarch, which Wondrous Item, Legendary (Requires Attunement)
causes a jagged protrusion extending from the de- An elegantly jeweled hand mirror hidden in a silk
vice to embed itself into the wearer’s eyes, causing cloth. The Mirror of Absolute Reflection has 10 char-
constant and excruciating pain. After each long rest ges and regains 1d6+3 expended charges daily at
while wearing the Hundred Eyes, you take 5d6 pier- dawn. If you expend the last charge, roll a d20. On
cing damage bypassing immunity and resistances. a 1. the mirror begins to crust over like a decom-
Once this occurs, the device cannot be removed un- posing corpse, before crumbling into flakes of dark,
til the wearer is dead. leathery skin, destroying the mirror.
While attuned to the item, you are blinded but While holding the mirror, you can expend the ne-
have Truesight up to 60 feet, immunity to mind- cessary number of charges to activate one of the fol-
afecting efects and cannot be sneak attacked nor lowing properties:
surprised. *When you are struck by a ranged attack, as a
reaction, you may choose to spend 2 charges to avoid
the damage and make a ranged attack back with the
Leotard of Strongmen
same projectile at advantage.
Wondrous Item, Legendary (Requires Attunement) *When you are targeted by a spell (not an area of
This golden leotard has a pristine shine, as if it were efect), as a reaction, you may spend a number of
coated in a layer of precious metals. At its center is a charges equal to the spell level + 1 (to a minimum of
line of platinum stitching, it reads: “THE GREATEST 2) to target the caster with that spell instead.
STRONGMAN IN THE WORLD”, with the date under *When you are targeted by an area of efect from
it reading as the current year. If the year passes, the a spell, as a reaction, you may negate the area of
date on the belt changes to reflect that. You require efect using a number of charges equal to the spell
a Strength score of 20 to wear this leotard. level + 2 and target the caster with that spell instead.
As long as you wear the Leotard of Strongmen
with no other armor, your AC is equal to 10 + your Mummified Rabbit's Foot
Strength Modiier + your Constitution Modiier. In
addition, your size counts as gargantuan for the pur- Wondrous Item, Rare, (Requires Attunement)
poses of determining how much you can carry, lift Rabbits’ feet are typically cut of and kept as good
and drag. luck charms. This one has apparently been embal-
med to the point of jerky-like skin consistency. De-
spite that, an aura of serendipity comes of from
Mask of Changing Expressions
the charm. When its wearer fails a d20 roll, they
Wondrous Item, Common may retroactively add a d10 to the roll. Its wearer

8
must complete a long rest before regaining use of Roaming Eye
this ability.
Wondrous Item, Uncommon (Requires Attunement)
This ist-sized, bulbous eyeball on legs leers at
The Pied Pipe you, its pupils dilating and twitching each second.
While attuned, you gain telepathic vision of whate-
Wondrous Item, Legendary (Requires Attunement)
ver the Roaming Eye sees with its 60 feet darkvi-
This thin flute is engraved with fey markings and sion. With a mental command requiring no action,
adorned with opulent jewels. The shrill yet soft me- you may command the Roaming Eye to move up to
lodies the Pied Pipe emits is comforting in a way and 100 feet away from you with a movement speed of 30
almost beckons you to follow its wonderful tunes. feet. If the Roaming Eye goes past its 100 feet ran-
When you play the Pied Pipe as an action, each ge or is killed (it has an AC of 11 and 3 hit points),
creature other than you that can hear its music wi- it dissolves into a mass of writhing tentacles. It re-
thin 60 feet must make a DC 15 Charisma save or appears from the shadows near its owner the next
become Charmed by you and spend the rest of their morning.
next turn using their movement to follow you. Char-
med creatures will follow you into obvious danger
and will do whatever they can to follow you. Afec- Soul Searching Spectacles
ted creatures may remake the Charisma save after Wondrous Item, Eyes, Uncommon
1 minute. A pair of nondescript glasses with a thin, red
This ability only functions as long as you spend frame. While wearing these spectacles, you know
an action on each of your turns after to keep playing. the location of any living creature within 60 feet of
If you take damage while playing or an afected crea- you and their alignment on the basis of the quality
ture takes damage, afected creatures automatically of their soul (good is high quality, neutral is medium
break this efect and have advantage on future rolls quality, evil is low quality).
to save against your Pied Pipe.

Spidersilk Cloak
Pixie Wing
Wondrous Item, Rare, (Requires Attunement)
Wondrous Item, Uncommon (Requires Attunement) Cloaks like these are rather valuable, as they both
Though these wings are actually from a genuine require a giant spider with a special, pure silk, an
pixie, their size leaves much to be desired for folks alchemist with the right ingredients to treat the silk
bigger than a pixie. and a skilled enough craftsman who can both weave
You have a flying speed equal to your movement and enchant the silk in the same process.
speed. If you move more than half your flying speed The cloak has 10 charges, which are used to fu-
in one round, you must succeed DC 13 Dexterity el the spells within. While attuned to the cloak, you
save at the end of your turn or fall prone. If you are have resistance to poison and you may use your ac-
tiny-sized, you automatically succeed on these sa- tion to cast one of the following spells from the cloak:
ves. If you are small-sized, you have advantage. spider climb (2 charges) or web (4 charges, spell save
DC 14).
Rikkenbocker The cloak regains 1d6+4 expended charges daily
at dusk. If you expend the last charge, roll a d20.
Wondrous Item, Rare (Requires Attunement) On a 1, the cloak’s silk threading separates and falls
A sharply edged violin with a smattering of bold lamely to the floor. If collected, this threading may
and iery colors. Instead of pretty and graceful me- be sold for 50 gp.
lodies, the Rikkenbocker creates thundering echoes
of rough music.
Toothy Mouth
The Rikkenbocker has 10 charges, which fuels
the spells within. You may play the Rikkenbocker Wondrous Item, Very Rare
as an action to cast the following spells: destructive This disembodied maw is unnervingly human-
wave (5 charges), lightning bolt (3 charges), shatter like in lips and inner structure. You are meant to
(2 charges), storm sphere (4 charges), thunderwave hold it by where its throat should be, almost as if
(1 charge). you have a fleshy hand-puppet. Its many teeth are
The Rikkenbocker regains 1d6+4 charges daily eerily shiny and perfect, despite its pulsating gums
at dawn. When this item reaches 0 charges, roll a being semi-rotten.
d20. On a 1, the Rikkenbocker explodes in a fury of The Toothy Mouth has 10 teeth. If you are hol-
brutal rifs, disappearing into nothing. ding the Toothy Mouth, you may throw up to two of

9
the teeth to points you choose within 120 feet as a haps be found later in the neverending rooms and
bonus action. It explodes if it reaches the point or chests, only two could be discovered.
hits a solid surface. Each creature within 10 feet of
the explosion must make a Dexterity save. The ex- Flower of the Hag Countess
plosion deals 5d6 piercing damage on a failure, or
half damage on a success. Staf, Artifact (Requires Attunement)
At the beginning of the each morning, 1d6+4 new When Asmodeus saw it to promote the hag Ma-
tooth erupts from the gums. If the Toothy Mouth lagard of all things to a Countess of Hell, all of the
runs out of teeth, roll a d20. On a 1, the Toothy Hells were confused. Of course, only when her wilted
Mouth swallows itself whole, a paradox of meaty body soon became bloated and expanded to become
gums and pink flesh before disappearing into not- the new landscape of Malboge – her layer of Hell –
hing. things were made clear. Asmodeus’ daughter – with
Malagard out of the picture – slipped onto the thro-
ne, becoming the next Countess of Malboge.
Trickster's Tricky Portrait Before this vast change, the Flower of the Hag
Countess was just that – a giant orchid slightly wil-
Wondrous Item, Common
ting but teeming with occult energy. However, this
Once gifted from a fey to a fretting artist for a changed when Malagard’s body bloated. Instead of
queen (he’s since been executed for his supposed consuming the Flower, the artifact fed of of the gru-
“contempt of the crown”), this canvas has changed esome viscera of its former owner, its exterior re-
many hands since. taining the shape of an orchid but gaining the tex-
When you have someone whose face you can clear- ture of decomposing flesh. Not just any decompo-
ly remember, you can paint on this canvas. After 1 sing flesh, mind, but the rotten innards of the Hag
minute, your drawing becomes portrait is a near- Countess.
picture perfect drawing of the target creature – with Whenever a non-evil creature attunes to the Flower
a large and distracting mustache attached. If the of the Hag Countess, that creature must make a
target already has a mustache, then their portrait DC 17 Charisma saving throw. On a failed save, the
has their normal mustache removed and a giant and creature’s alignment changes to lawful evil.
exaggerated one takes its place. As an action, you Random Properties. The Flower of the Hag Count-
may transfer the painting onto another canvas, lea- ess has the following random properties:
ving the Trickster’s Tricky Portrait blank and ready
to be painted on again. • 2 minor beneicial properties
• 1 major beneicial property
Ventriloquist's Doll • 2 minor detrimental properties

Wondrous Item, Common • 1 major detrimental property


Once gifted from a fey to a fretting artist for a Empowered by Devilry. You gain the following
queen (he’s since been executed for his supposed beneits.
“contempt of the crown”), this canvas has changed
many hands since. • You have immunity to ire damage.
When you have someone whose face you can clear- • You have darkvision up to 60 feet. Magical darkness
ly remember, you can paint on this canvas. After 1 doesn’t impede your vision.
minute, your drawing becomes portrait is a near-
• You have advantage on saving throws against spells
picture perfect drawing of the target creature – with
and other magical efects.
a large and distracting mustache attached. If the
target already has a mustache, then their portrait • Devils with a challenge rating of 5 or lower will
has their normal mustache removed and a giant and neither threaten nor attack you unless you harm
exaggerated one takes its place. As an action, you them.
may transfer the painting onto another canvas, lea- • You can wield the staf as a +3 quarterstaf that
ving the Trickster’s Tricky Portrait blank and ready deals an extra 10 (3d6) necrotic damage on a hit.
to be painted on again.
Conjure Fear. If you are holding the staf, you
can use your action to cast the fear spell from it, with
Artifacts a spell save DC of 18. You can’t use this property
again until the next dawn.
The greatest of the items in the Vault of Arcane Se- To Hell and Back. You can use an action to cast
crets are laid here. Though many more could per- the teleport spell. If your intended destination is in

10
the Nine Hells, there is no chance of a mishap or • 2 major beneicial property
arriving somewhere unexpected. You can’t use this • 1 minor detrimental properties
property again until 3 days have passed.
Curse. The Flower bears a curse that afects any • 2 major detrimental properties
mortal that becomes attuned to it. Even if the attu-
Bending Reality. You gain the following beneits.
nement ends, the curse remains. With each passing
day, the creature’s physical appearance and stature • You have resistance to all damage, except psychic
become more devil-like. After seven days, the crea- damage.
ture looks like a typical horned devil, but the crea-
ture neither loses its racial traits nor gains the ra- • You no longer feel pain but you bleed as normal.
cial traits of a horned devil. The physical changes • You have advantage on saves versus mind-afecting
wrought by the flower aren’t considered magical in efects.
nature (and therefore can’t be dispelled), but they • Your melee attacks have a range of up to 20 feet.
can be undone by any efect that removes a curse,
such as a greater restoration or remove curse spell. • When taking fall damage, you take the minimum
Destroying the Staf. The Flower of the Hag Count- amount of damage.
ess can only be destroyed in a burst of radiant en- • You may store any item in a mobile pocket dimen-
ergy and hellire. This is best done in Stygia, whe- sion similar to that of a Bag of Holding. Retrieving
re Mephistopheles’ hellire burns even hotter than items from this pocket dimension requires no ac-
the Elemental Plane of Fire. While hellire is applied tion.
to the Flower, it requires an additional 50 radiant
damage before the staf is destroyed, melting into a Curse. The Green Mask bears a curse that af-
gooey pile of flesh and plant matter. licts any mortal that becomes attuned to it. If the
attunement ends, the curse’s efect ends. Your ac-
tions become increasingly more wild and depraved.
The Green Mask Whenever you willingly do a good deed, you must
Wondrous Item, Artifact (Requires Attunement) make a DC 17 Charisma save or sufer 5d6 psychic
No one quite truly knows how the origins of the damage on a failure. Each good deed you do after-
Green Mask. Some say it was created by a trickster wards will incrementally increase in pain. The next
god, others say it was from an ancient tribe that time you willingly do a good deed, you must make
hexed and cursed a slab of wood, others still believe a DC 17 Charisma save or sufer 6d6 psychic da-
it was formed from nothing – simply existing before mage on a failure. The next time will be 7d6 psychic
time. Many realize that its origins don’t matter for, damage, and so on.
either way, the Green Mask is still a force of pure No spell or ability can remove the Green Mask’s
evil. curse other than a wish spell, and even that only
The Green Mask appears innocent, a wooden mask does so temporarily. After one week, the curse beco-
wholly painted a sickly-bright green. It is when one mes active once more.
dons the mask, that malevolence truly strikes. The No creature can voluntarily remove the Green Mask
green wood then starts to meld with its wearer’s or unattune themselves from it without a DC 17
skin, turning their entire head an emerald-colored Charisma save. On a failure, the creature will conti-
flesh. Then their eyes bug out, becoming comically nually wear the mask for the next week, which they
large and wide. Finally, their mouth eerily stretches can then remake the save.
into an exaggerated and wicked smile. Destroying the Mask. The Green Mask can on-
Whenever a non-evil creature wears the Green ly be destroyed with a combined act of great arca-
Mask, that creature must make a DC 17 Charis- ne power. This manifests itself as a week-long ritual
ma save. On a failed save, the creature’s alignment requiring ten spellcasters. At least one spellcaster
changes to chaotic evil. As soon as the creature is needs to be able to cast a ninth-level spell. Upon
un-attuned to the mask, their alignment changes completion of the ritual, the Green Mask implodes
back. in a great burst of eldritch energies and kills all the
Evil creatures within 100 feet of the Green Mask spellcasters involved in the ritual.
must make a DC 15 Charisma save every round. As an alternative, one may instead cast the gate
On a failure, they will – for 1 minute – only have a spell and name the Green Mask. A small vortex ap-
singular purpose to reach the mask and don it. pears from thin air, sucking the Green Mask into its
Random Properties. The Green Mask has the depths. After 1d100+60 years, the Green Mask will
following random properties: appear at a random spot on the Material Plane.

• 1 minor beneicial properties

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2018 by Phillip Hoang and published under the
Community Content Agreement for Dungeon Masters Guild.

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