Sun Blade Arrow-Catching Shield Dagger of Venom
Weapon (longsword, martial) Shield Weapon (dagger, simple)
Rare (Attunement) Rare (Attunement) Rare
1d8 Radiant +4 AC (total) 1d4 Piercing
Finesse, Versatile (1d10) Finesse, Light, Thrown (20/60)
Mastery: Sap (disadv.) Weight: 3lb. Mastery: Nick (extra attack)
Weight: 3lb. Weight: 1lb.
This item appears to be a sword hilt.
You gain a +2 bonus to Armor Class against ranged You gain a +1 bonus to attack and damage rolls
Blade of Radiance. While grasping the hilt, you can take a Bonus
Action to cause a blade of pure radiance to spring into existence or
attack rolls while you wield this Shield. This bonus made with this magic weapon.
make the blade disappear. While the blade exists, this magic is in addition to the Shield's normal bonus to AC.
weapon functions as a Longsword with Finesse. If you are
proficient with Longswords or Shortswords, you are proficient You can use an action to cause thick, black poison to
with the Sun Blade. Whenever an attacker makes a ranged attack roll coat the blade. The poison remains for 1 minute or
You gain a +2 bonus to attack rolls and damage rolls made with against a target within 5 feet of you, you can take a until an attack using this weapon hits a creature.
this weapon, which deals Radiant damage instead of Slashing Reaction to become the target of the attack instead. That creature must succeed on a DC 15 Constitution
damage. When you hit an Undead with it, that target takes an
extra 1d8 Radiant damage.
saving throw or take 2d10 poison damage and
become poisoned for 1 minute. The dagger can't be
Sunlight. The sword's luminous blade emits Bright Light in a
15-foot radius and Dim Light for an additional 15 feet. The light is used this way again until the next dawn.
sunlight. While the blade persists, you can take a Magic action to
expand or reduce its radius of Bright Light and Dim Light by 5 feet
each, to a maximum of 30 feet each or a minimum of 10 feet each.
Staff of the Woodlands Wand of Magic Missiles Adamantine Plate Armor
Weapon (Staff, simple) Wand Heavy armor (plate)
Rare (Attunement by Druid) Uncommon Uncommon
1d6 Bludgeoning Magic Missile (3 darts of 18 base AC
Versatile (1d8) 1d4+1 force, +1 dart per level)
Mastery: Topple (prone) Weight: 65lb.
Weight: 4lb. Weight: 1lb.
This staff has 6 charges and can be wielded as a magic
Quarterstaff that grants a +2 bonus to attack rolls and damage This wand has 7 charges. While holding it, you can This suit of armor is reinforced with adamantine ,
rolls made with it. While holding it, you have a +2 bonus to spell expend no more than 3 charges to cast Magic one of the hardest substances in existence. While
attack rolls. Missile from it. For 1 charge, you cast the level 1 you're wearing it, any Critical Hit against you
Spells. While holding the staff, you can cast one of the spells on version of the spell. You can increase the spell's becomes a normal hit.
the following table from it, using your spell save DC. The table
level by 1 for each additional charge you expend.
indicates how many charges you must expend to cast the spell.
Animal Friendship (1), Awaken (5), Barkskin (2), Locate Animals The wearer has Disadvantage on Dexterity (Stealth)
or Plants (2), Pass without Trace (2), Speak with Animals (1), Regaining Charges. The wand regains 1d6 + 1 checks.
Speak with Plants (3), Wall of Thorns (6).
expended charges daily at dawn. If you expend the
Tree Form. You can take a Magic action to plant one end of the
wand's last charge, roll 1d20. On a 1, the wand
staff in earth in an unoccupied space and expend 1 charge to If the wearer has a Strength score lower than 15,
transform the staff into a healthy tree. The tree is 60 feet tall and crumbles into ashes and is destroyed.
their speed is reduced by 10 feet.
has a 5-foot-diameter trunk, and its branches at the top spread
out in a 20-foot radius. The tree appears ordinary but radiates a
faint aura of Transmutation magic that can be discerned with the
Detect Magic spell. While touching the tree and using a Magic
action, you return the staff to its normal form. Any creature in the
tree falls when the tree reverts to a staff.
Robe of Eyes Flametongue blade Dragon Wing Longbow
Wondrous item (robe) Weapon (longsword, martial) Weapon (longbow)
Rare (Attunement) Rare (Attunement) Rare (attunement)
1d8 Slashing 1d8 Piercing
Versatile (1d10) Ammunition (150/600)
Weight: 1lb. Mastery: Sap (disadv.) Mastery: Slow (10ft)
Weight: 3lb. Weight: 2lb.
This robe is adorned with eyelike patterns. While you
While holding this magic weapon, you can take a The limb tips of this magic bow are shaped like a
wear the robe, you gain the following benefits:
Bonus Action and use a command word to cause dragon's wings, and the weapon is infused with the
flames to engulf the damage-dealing part of the essence of a chromatic, gem, or metallic dragon's
All-Around Vision. The robe gives you Advantage on weapon. breath. When you hit with an attack roll using this
Wisdom (Perception) checks that rely on sight. magic bow, the target takes an extra 1d6 damage of
These flames shed Bright Light in a 40-foot radius
and Dim Light for an additional 40 feet. While the the same type as the breath infused in the
Special Senses. You have Darkvision and Truesight, weapon is ablaze, it deals an extra 2d6 Fire damage bow—acid, cold, fire, force, lightning, necrotic,
both with a range of 120 feet. on a hit. poison, psychic, radiant, or thunder.
The flames last until you take a Bonus Action to
Drawbacks. A Light spell cast on the robe or a Daylight issue the command again or until you drop, stow, or If you load no ammunition in the weapon, it
spell cast within 5 feet of the robe gives you the Blinded sheathe the weapon. produces its own, automatically creating one piece
condition for 1 minute. At the end of each of your turns, of magic ammunition when you pull back the
you make a Constitution saving throw (DC 11 for Light string. The ammunition created by the bow
or DC 15 for Daylight), ending the condition on yourself vanishes the instant after it hits or misses a target.
on a success.