=== Durnamut's Scale of Benedition
When you use an action to toss one of these scales into the air, the scales orbits
your head at a short distance and confers a benefit to you. Thereafter, another
creature must use an action to grasp or net the scale to separate it from you,
either by making a successful attack roll against AC 24 or a successful DC 24
Dexterity (Acrobatics) check. You can use an action to seize and stow the scale,
ending its effect.
A scale has AC 24, 10 hit points, and resistance to all damage. It is considered to
be an object that is being worn while it orbits your head.
- Awareness (Rare). You can't be surprised while this dark blue scale orbits
your head.
- Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of
20, while this deep red metallic scale orbits your head.
- Leadership (Very Rare). Your charisma score increases by 2, to a maximum of
20, while this marbled pink and green metallic scale orbits your head.
- Language Knowledge (Rare) You are fluent in one additional language while
this pulsating bit of red jeweled crystal orbits your head.
=== Holy Avenger
Weapon (longsword), legendary (requires attunement by Volrana's Blood)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When
you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant
damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you.
You and all creatures friendly to you in the aura have advantage on saving throws
against spells and other magical effects and are immune to necrotic damage.
=== Vorpal Sword
Weapon (Shortsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In
addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a
20 on the attack roll, you cut off one of the creature's heads. The creature dies
if it can't survive without the lost head. A creature is immune to this effect if
it is immune to slashing damage, doesn't have or need a head, has legendary
actions, or the DM decides that the creature is too big for its head to be cut off
with this weapon. Such a creature instead takes an extra 6d8 slashing damage from
the hit.
=== Defender
Weapon (warhammer), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer
some or all of the sword's bonus to your Armor Class, instead of using the bonus on
any attacks that turn. For example, you could reduce the bonus to your attack and
damage rolls to +1 and gain +2 to AC. The adjusted bonuses remain in effect until
the start of your next turn, although you must hold the sword to gain a bonus to AC
from it.
=== Ring of Shooting Stars
Ring, very rare (requires attunement)
While wearing this ring in dim light or darkness, you can cast Dancing Lights and
Light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6
expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast Faerie Fire from the
ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-
diameter spheres of lightning. The more spheres you create, the less powerful each
sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The
spheres last as long as you concentrate (as if concentrating on a spell), up to 1
minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120
feet away from you. When a creature other than you comes within 5 feet of a sphere,
the sphere discharges lightning at that creature and disappears. That creature must
make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning
damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you
expend, you launch a glowing mote of light from the ring at a point you can see
within 60 feet of you. Each creature within a 15-foot cube originating from that
point is showered in sparks and must make a DC 15 Dexterity saving throw. taking
5d4 fire damage on a failed save, or half as much damage on a successful one.
=== Tome of Understanding
Wondrous item, very rare
This book contains intuition and insight exercises, and its words are charged with
magic. If you spend 48 hours over a period of 6 days or fewer studying the book's
contents and practicing its guidelines, your Wisdom score increases by 2, as does
your maximum for that score. The manual then loses its magic, but regains it in a
century.
=== Tome of Leadership and Influence
Wondrous item, very rare
This book contains guidelines for influencing and charming others, and its words
are charged with magic. If you spend 48 hours over a period of 6 days or fewer
studying the book's contents and practicing its guidelines, your Charisma score
increases by 2, as does your maximum for that score. The manual then loses its
magic, but regains it in a century.
=== Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with
magic. If you spend 48 hours over a period of 6 days or fewer studying the book's
contents and practicing its guidelines, your Intelligence score increases by 2, as
does your maximum for that score. The manual then loses its magic, but regains it
in a century.
=== Battering Shield
Armor (shield), rare (requires attunement by a creature with at least 18 Strength)
While holding this iron tower shield, you gain a +2 bonus to AC. This bonus is in
addition to the shield's normal bonus to AC.
When you attack and hit a creature no larger than one size bigger than you, you can
use your bonus action to push it 5 feet away from you or knock it prone.
=== Belt of Hill Giant Strength
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score is 21
=== Ring of Free Action
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In
addition, magic can neither reduce your speed nor cause you to be paralyzed or
restrained.
=== Ghost Lantern
A restless spirit is trapped inside this lantern. While holding the lantern, you
can command the spirit as a bonus action to shed bright light in a 30-foot radius
and dim light for an additional 30 feet.
While holding the lantern, you can use an action to order the spirit to leave the
lantern and duplicate the effect of the Mage Hand spell. The spirit returns to the
lantern when the spell ends.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it,
magically stabilizes you with a touch, and then quickly returns to the lantern.
The spirit is bound to the lantern and can't be harmed, turned, or raised from the
dead. Casting a Dispel Evil and Good spell on the lantern releases the spirit to
the afterlife and renders the lantern nonmagical.
=== Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a + 1 bonus to ability checks
and saving throws.
=== Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The
shackles adjust to fit a creature of Small to Large size. In addition to serving as
mundane manacles, the shackles prevent a creature bound by them from using any
method of extradimensional movement, including teleportation or travel to a
different plane of existence. They don’t prevent the creature from passing through
an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to
remove them. Once every 30 days, the bound creature can make a DC 30 Strength
(Athletics) check. On a success, the creature breaks free and destroys the
shackles.
=== Manual of Golems
Wondrous item, very rare
This tome contains information and incantations necessary to make a particular type
of golem. The DM chooses the type or determines it randomly. To decipher and use
the manual, you must be a spellcaster with at least two 5th-level spell slots. A
creature that can’t use a manual of golems and attempts to read it takes 6d6
psychic damage.
19-20 Stone 90 days 80,000 gp
To create a golem, you must spend the time shown on the table, working without
interruption with the manual at hand and resting no more than 8 hours per day. You
must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The
golem becomes animate when the ashes of the manual are sprinkled on it. It is under
your control, and it understands and obeys your spoken commands.