Lists: Subclasses Spells Items Creatures
All published Items in alphabetical order
A curious device
A fascinating mechanism adorned with runes, this complicated device has many moving parts and makes a soft clicking sound.
The chronometer must be studied for 8 hours of uninterrupted investigation as you try to follow and decipher its movements. At the end of the duration you must make a DC 20 Intelligence saving throw.
On a failed save your intellect is overwhelmed by the device’s complexity causing you to take 4d6 psychic damage and age 1d4 years. If you fail to attune you cannot attempt to do so again until you have finished a long rest. On a successful save you are attuned to the chronom
A red gemstone
A fist sized glassy red gemstone that has a glowing ember in the center. The stone emits an aura of warm air in a 10-foot radius around itself.
The stone must be held in both hands for 1 hour while it vibrates and produces sparks as you struggle to keep hold of it. At the end of the duration you must make a DC 20 Strength saving throw.
On a failed save the stone bursts into flames, causing you to take 8d6 fire damage. If you fail to attune you cannot attempt to do so again until you have finished a long rest. On a successful save you attune to the stone. While attuned to the stone you gain th
A rubbery black heart
A rubbery black facsimile of a human heart that pulses as if alive and exudes a dark miasma in a 5-foot radius aura around itself. Whispering voices can sometimes be heard within the area, subtly urging creatures towards evil acts.
The heart must be held against your chest for 8 hours of uninterrupted meditation during which time you are shown incomprehensible cosmic horrors. Good aligned characters cannot attune to this item. At the end of the duration you must make a DC 20 Intelligence saving throw.
On a failed save the heart releases a burst of thick black ichor causing you to take 4d6 nec
Magnetic gray stones
Polished gray stones that constantly revolve around each other. They hover in the air, always at least 1 inch away from any other surface and always moving.
The lodestones must be held in orbit around your body for 1 hour as you twist and gyrate to keep them magnetically attracted to a part of your body. At the end of the duration you must make a DC 20 Dexterity saving throw.
On a failed save the lodestones emit a burst of lightning causing you to take 3d6 lightning damage and leaving you stunned for 1 hour. If you fail to attune you cannot attempt to do so again until you have finished a lon
Contaminated with spirals
This polished spiral shell has fluctuating patterns of color that ripple over its surface. If you spend 1 minute looking at the spiral, you gain a supernatural clarity of mind that allows you to make ability checks, saving throws, and attack rolls with advantage for the next hour. You can only gain this effect once per day.
A golden crown
A polished pointed crown that emits a bright golden aura punctuated with swirling particles of light. The crown sheds 30 feet of bright light and a further 30 feet of dim light.
The crown must be worn for 8 hours of uninterrupted meditation during which time an aloof, benevolent force judges your worthiness and sense of righteousness. Only good aligned characters can attempt to attune to this item. At the end of the duration you must make a DC 20 Charisma saving throw
On a failed save the crown emits a burning flash of golden light causing you to take 4d6 radiant damage and become blinded for
Careful what you wish for
Any attempts made to identify this item reveal it to be a Ring of Three Wishes with one charge remaining.
While wearing this ring, you can use an action to cast the wish spell from it. No matter what you wish for, the result is a Wild Magic Surge.
When you use the last charge the ring loses its magic and becomes an ordinary silver ring worth 10gp.
A thick metal bowl
A finely decorated bowl-shaped bell made from thick tarnished metal which can be played either by striking or by rubbing the outside rim to produce a sustained note. It can be filled with water to change the note played.
The bell must be held and played for 8 uninterrupted hours while you appraise its beautiful simplicity and elegance, allowing it to become the focus of your attention. At the end of the duration you must make a DC 20 Charisma saving throw.
On a failed save the bell emits a thunderous gong audible up to 1 mile away, causing you to take 4d6 thunder damage and leaving you deafen
Tiny gland oozing black oil
A soft fleshy gland that emits a thick corrosive ichor when squeezed, seemingly without limit.
You must swallow poison milked from the gland and then fight to survive its effects. You are subject to the poisoned condition for 8 hours and fall unconscious for the duration. Nothing can remove this poison from you. At the end of the duration you must make a DC 20 Constitution saving throw.
On a failed save you take 4d6 poison damage and your maximum hit points are permanently reduced by 1d4. If you fail to attune you cannot attempt to do so again until you have finished a long rest. On a success
Wooden wand wrapped in living vines
A smooth wooden wand with thin flowering vines that twist and grow around it. The wand emits a green haze in a 10-foot radius around itself.
The wand must be held against your chest for 8 hours of uninterrupted meditation during which time the vines entwine around your body, leaving you engulfed entirely in vegetation. You are given a glimpse of vast primal energy, and your mind is filled with the buzz and chatter of all living things. At the end of the duration you must make a DC 20 Wisdom saving throw.
On a failed save you are overwhelmed by these visions causing you to take 4d6 psychic dam
Abracadabra!
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Chaos Bolt or Chromatic Orb spells from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, the wand has a 50% chance to instantly disappear.
Each time you expend one or more charges from this wand, roll on the Wild Magic Surge table.
A magical ice crystal
A small shard of deep blue ice inside a thick tube of glass, attached to an iron chain. Unless covered with an insulating material, The shard emits an aura of extreme cold in a 5-foot radius around itself.
The shard must be held in the hand for 1 hour while blue tendrils of ice travel up your arm and spread over your body. At the end of the duration you must make a DC 20 Constitution saving throw.
On a failed save the shard releases a burst of ice crystals causing you to take 4d6 cold damage. In addition, you are frozen in ice and become petrified for 1 hour. If you fail to attune you cannot