Eternal Chalk: A piece of chalk that never breaks or wears down.
Flask of Hydration: This flask fills up with water at dawn, if already full nothing happens, any non-magical item contained in the flask at dawn will be transmuted into pure water.
Horn of Fog: This horn releases a thick fog that grants anyone inside advantage on stealth checks, ranged attacks into the fog are at disadvantage. The fog stays at full thickness for 15 minutes and then fades.
Thunderbrand: This magic items requires attunement over a short or long rest. This sword has an ornate hilt and long blade blade and when wielded electricity runs through the blade. It has all the same properties as a Greatsword but instead of 2d6 Slashing damage every other strike deals 2d8 thunder damage.
Vipers Blowgun: This magic items requires attunement over a long rest. This blowpipe has an ornate copper viper wrapping around a deep brown oaken pipe. This pipe has the same properties as a Blowgun. When shot it makes a low hissing sound. Instead of 1 Piercing damage it does 1 Poison damage, when hit the target needs to take a DC 15 Constitution save or be poisoned. Poisoned targets take 1d6 Poison damage at the start of their turn, the poison lasts for 1 minute.
Painting of the Animated Blade: This painting is wrapped up into a scroll container. When it is drawn out and unwrapped it reveals a realistic painting of a decorative sword, this can be done as an action. When the painting is unwrapped and the magic word is spoken a Flying Sword slides out of the paper and fights along side the user. When it is defeated or 10 minutes have gone by the sword melts into a puddle of paint. Once it has been used the painting slowly forms back over the course of a week.
Rod of Necromancy: This magic items requires attunement over a long rest. This black wooden rod holds a wooden carved skull at one end, when used one eye sockets starts to glow green and a skeleton warriors rises from the earth to aid you for 1 minute, it takes the skeleton 12 seconds to crawl from the earth. when The Rod has been used twice both eyes glow green and the glow engulfs The Rod and it dissipates.
Runeblade: This shortsword has carved runes into the blade that glow an ever so dull blue when wielded. The hilt is ornate with two clear gems at the base of the blade. The Runeblade has the same stats as a shortsword but uses Intellect as it’s attack modifier.
Skyblade: This +1 shortsword gleams brightly when struck by light. The hilt is ornate with two clear gems at the base of the blade. The Skyblade has the same stats as a shortsword but deals extra damage equal to your proficiency bonus.
Hailstone Hammer: This warhammer has a dwarven rune on each side, on a successful hit one rune lights up a faint blue. When you hit while an enemy while both runes are glowing you deal an extra 1d4+1 cold damage and both runes go out. The runes say ‘Cold’ and ‘Death’ respectively.
Snakeskin Belt: This belt is made of dark snakeskin, once per long rest, as a bonus action you can throw the belt. When thrown the belt it turns into a Poisonous Snake that is allied with you. After 10 minutes the Snake morphs back, but when the Poisonous Snake is killed it morphs back into a belt.
Deadman's Key: This key acts as thieves tools and gives the wielder advantage on picking locks that are owned by someone deceased.
Ring of Fire: This magic items requires attunement over a long rest. The Ring is a golden ring with an onyx ring weaving around the band, a white and shining pearl sits on the ring with onyx clasps holding it in place. When found the ring has no charges but can hold up to 3 charges. You can charge the ring by shining moonlight upon it, gaining 1d2 charges. You can expend a charges to cast Burning Hands with Intellect as your casting modifier.
Morphing Blade/Pick/Hammer: This weapon can morph between Longsword, War Pick and Warhammer and change its profile accordingly.
Medallion of Endurance: This pure gold medallion is shaped like a lion's head, while you wear this you have a +2 on your first Death Saving-Throw once every sun-up.
Skeleton Blade: When bathed in moonlight the blade will drink in the power of the moon and the next attack with the Cutlass will deal an extra 1d6 necrotic damage. This can only happen once a day.
Glowing Orb: This Orb glows orange, while carrying it you are at disadvantage on stealth checks and you understand Infernal but cannot speak it. All fiends have advantage on attack rolls against you.
Resonating Blade: This Greatsword creates a reverberating sound on a hit. If the wielder hits 3 times within one minute you may use a bonus action on when you next attack to strike twice.
Crimson Gloves: These Blood red leather gloves hasten your hands with each strike, every fourth strike bypasses any extra armor the enemy might have, reducing its AC to 10 for that strike only.
Staff of Ruby Ruin: This staff holds a charge, you can expend a charge to cast fireball at level 3 with a save DC of 12. When you take the life of a sentient being you regain a charge, this effect can only happen once a day.
Obsidian Blade: While wielding this +1 dagger made completely out of obsidian you deal an extra 1d4 necrotic damage.
Winter Wolf Hide Armor: While wearing this hide armor you have advantage on Dexterity (Stealth) checks made to hide in snowy terrain and gain resistance to cold damage.
Pendant of Greek: This pendant is composed of a thin string holding a steel clasp which holds a small glossy black and green pearl. If inspected players can see a small figure inside the pearl but not what it is. The pendant can hold two charges and you gain one charge per long rest. If you choose to expend two charges you call forth from the pearl a green hued mist that forms a goblin named Greek. With a DC 6 Charisma (Persuasion/Intimidation) check the player who wears the pendant can compel Greek to aid them. Greek can do simple tasks and can’t speak.
Blood Ring: While wielding this ring you gain a +1 to your AC but you only heal half the normal amount from hit dice.
The Brute Ring: When you are critically hit you can immediately make a melee attack of opportunity against that enemy.
Pitfighters Bracers: These steel bracers grip tightly around the wearer's forearm, on them are bronze ornate rings that form a chain. Once a day while wearing them you may use a bonus action to make a melee or ranged attack with disadvantage.
King’s Blood: This is a vial of a long forgotten sorcerer king’s blood. a drop added to a healing potion will double the healing powers and will also cure any non-magical disease.
Ring of the Magi: While wielding this ring your Strength and Constitution are reduced by 2 but you Intelligence is increased by 2.
Circlet of the Scholar: While wearing this circlet you have advantage on history checks.
Shield of Titanus: This +1 shield gives you resistance to cold damage but gain a vulnerability to fire damage.
Feather Boots: While wearing these boots you are resistant to fall damage.
Spear of Ayruum: This +1 spear will return to its owner after it is thrown.
Blade of Vesticus: This +2 Greatsword gives a +1 to AC.
The Soulgem: when you take a life a part of that life is sucked into the gem. You can consume 10 souls as an action to heal for your CON modifier + 2d6.
Dagger of Mending: This dagger has a wavy blade with a ever so slight chromatic sheen to it. When you stab a willing ally with it they take 1d4+Your DEX/STR modifier but heal twice that after a few moments. This can only be done once per long rest.
Gloves of Balance: These fine silken gloves can hold up to 4 charges. You can expend charges to drain yourself of health and transfer it to an ally. Each charge transfers 1d4 charges. You regain 1d4 charges at sunrise.
Poisonbite Ring: This ring requires attunement over a short rest. While wearing it you have a resistance to poison damage.
Silvercat Ring: This ring requires attunement over a short rest. While wearing it you take half damage from falling.
Garns Cloak of Invisibility?: This fine crimson and gold trimmed cloak can hold up to 6 charges and gains 1d4 charges after each long rest. You can expend 6 charges as an action to cast invisibility on yourself, you can also expend 3 charges to cast invisibility on yourself with a chance to fail. DC 10 Arcana check. If you fail the cloak shines brightly for a brief moment and fizzles.
Garns Stick of Returning: this carved wychwood branch forms an L shape with a sharp curve on the inside of the corner. It’s a deep dark brown wychwood with a vague inscription on one end that reads: “Garns Stick of Returning” in common. As an action you can throw the Stick with a flat +5 to hit and dealing 1d4+1 slashing damage on the turn it is thrown and 1d4+1 slashing damage on the beginning of your next turn when the Stick flies back to you.
Garns Miniature Bonfire: This small glass urn is half full with white wax with a thin thread running into the wax. With the magic word spoken the candle will light up. The wax will not melt and the fire will stay lit until the magic word is spoken again. The fire cannot burn or transfer it’s fire but it does create light for 10ft. And a small amount of heat.
Quickclaw Necklace: This magical item requires attunement over a long or short rest. While wearing it you can feel the adrenaline pulse through you in your time of need. When you roll the lowest initiative score in battle, instead of going last - you go first.
Axe of Ragnar: This fine red steel +1 battleaxe is engraved with a screaming skull on both sides of the blade. On a critical hit you also deal an extra 1d6 slashing damage.
Raazkal, the Emberfork: This darksteel pitchfork has an ornate dark metal hilt, in the end of the hilt there is a fine and pristine dark red ruby. Peering into the ruby gives visions of horrific deeds done by warriors wielding this blade. At the other end the hilt splits into two blood red spikes. To gain the effects of The Emberfork the use must attune over a long rest. This weapon is considered a +1 spear for all intense the purposes. However instead of dealing it’s normal 1d6 it deals 2d6 piercing damage When struck opponents must take a DC 14 Constitution save. If someone were to fail this saving roll they would immediately take 3d4 Fire damage.
Curse: However while this blade is in your hands you only take half the healing you would normally receive from any magical means. Each time this happens power builds in The Emberfork, keep track of the healing reduced by this effect. When the total healing reduced hits 100 Health points Raazkal the Horned Devil emerges from the weapon. He is not hostile to the wielder and their allies, unless they don’t give him his weapon back.
Wands of Dueling: This pair of wands come in wooden box, on the lid there is an image of two wizards holding wands pointing at each other. The inside of the box holds two wands and a note with simple instructions. One wand is black with a red gem on the bottom, the other white with a blue gem. While a pair of individuals hold these wands they may start a skill check competition. One wielder must request a duel and the other may accept. The players then roll and add their intelligence modifier, the winner shoots an arcane missile at the losing players, dealing no damage. This is a best of 5 competition, unless the players agree to a different format. When a player wins, their wand creates a small victorious melody.
Betting Box: This small steel box has a rune on each side and the top of the lid. When coin or other valuables are put in the box and a bet is made the box will port to another plane where it we stay until the bet is won. When the bet is won the box will appear nearby to the victor and can only be opened by the victor. Under the box there is an engraving in gnomish: “Made by A. Betsson.”.
Ring of Califax: This is a ring imbued with the soul of Califax, warden of Northtown. While this ring is worn by the skeleton of Califax the skeleton is brought to life. If anyone else were to wear the ring they could hear and talk telepathically with Califax. The ring is made of silver with a single small opaque green gem.
Arcane Wand: As an action you can shoot out a missile that always hits its target if the target is visible to the user and within 320ft. deals 1d4+1 Force damage. The user must be proficient in Arcana to use the wand. The Wand can be used as an arcane focus and increases the number of missiles created by the spell Arcane Missiles by one while wielded.
Whip of Ghol Mog the Destroyer: This magical whip double the range of a regular whip. While idle the whip is merely a handle made of steel and ivory, when activated a long fiery whip extends out of the handle and writhes in the air. To activate the whip the attuned user must speak the words “Fires of Ghol Mog, aid me!”. The Whip is considered a magical +2 whip and deals 2d4 fire damage instead of the normal 1d4 slashing.
Purple arrows of the Hunt: This pair of magical arrows gives a +1 bonus to hit and damage rolls. If a creature has been struck by one of the pair and is then struck by the second the attack deals an additional 1d8 Force damage.
Hammer of the Thanes: This ancestral warhammer made of silver confers a +1 bonus to hit and damage rolls. The Hammer has the thrown property and has a range of 30/120ft. And as a bonus action the wielder may summon the Hammer back to the wielder. When you critically hit a creature add an extra 2d4 thunder damage before the dice is doubled. The hammer glows a dull white while orcs are close.
Shield of the Thanes: This ancestral shield gives its wielder a resistance to thunder damage. When you are critically hit a bolt of crooked thunder shoots from the shield at the creature that hit you, dealing 2d6 thunder damage. The shield glows a dull white while orcs are close.
Staff of the Thanes: This ancestral quarter staff is made completely of silver and confers a +1 bonus to hit and damage rolls and also to your Spell save DC and Spell bonus. While wielding the staff you may cast any cantrip you know as a bonus action. The staff glows a dull white while orcs are close.
Venomstrike: This wooden bow sports a viper head carved in at each end. This +1 longbow allows the user to deal 1d6 poison damage on a successful hit once a day.
Horn of Sounding: This large black horn can be blown to create a deep booming sound. Once a day the horn can be used to cast thaumaturgy to make the sound three times as loud.
Silverblade of Riches: This magical longsword is completely made of silver the hilt is ornate with depictions of coins. While attuned to this item, one piece of silver shoots out of this weapon each time you deal with a killing blow against enemies of at least CR 1.
Boots of Jumps: While wearing these boots you may double the height and distance of your jumps by jumping a second time mid-air. You also have advantage on acrobatic checks pertaining to jumping.
Sword of Truth: While wielding this sword you have advantage on insight checks and any enemy struck by the blade has disadvantage on all deception checks for one hour. However, while wielding the sword you cannot in any way shape or form be dishonest.
Siegebreaker: This +2 Warhammer deals double damage to structures.
Skull of Sin’Dall: This tiger skull has been fashioned into a helmet the lower jaw going around the jaw of the wearer and the top half resting upon the head. While wearing the skull you may add double your proficiency bonus to any survival checks made to track and all beasts fear and respect you.
Quiver of the Hunt: While attuned to this item you may choose a target of the hunt at each dawn, all arrows stowed in the Quiver deal an extra 1d4 to the target. All arrows shot return back to the quiver after they have struck their mark.
The Eredis Wand: While wielding and attuned to this wand you gain a +4 to hit with all spells, your Spell Save DC increases by 4 and your AC increases by 1. The wand holds up to 4 charges and gains 1d4 at dawn, you may expend 1 charge to cast the invisibility spell and you may expend 3 charges to cast the Harm spell. While holding the wand you are always under the effect of Mage Armor spell and the See Invisibility Spell. To attune to the Eredis Wand you must first prove your worth to the wand. The wand is semi-sentient but cannot speak.
Whispering weapon: This +1 weapon allows the user to cast misty step once a day.
Basilisk Blade: This +1 weapon is constructed entirely of basilisk teeth. Once a day you can deal an extra 2d6 poison damage on a successful hit.
Azerian (Rare): This rapier is carved from a smooth and matte white marble like material and it’s thin blade sings like a flame in the wind when swung. Warm to the touch is the handle and the blade searing. With a command word the weapons emits a torch like light, bringing bright light in a 15 ft. Radius and dim light for an additional 30 ft. Radius. In battle the blade functions as a +1 rapier and deals an additional 1d8 Fire damage on a hit. With a successful DC 16 Intelligence (Arcana) check the players learn the command word.
Spell book of Jal’Hazar (Wondrous Item, Legendary(Requires Attunement by a Wizard)): This old and musty tome contains nothing but old notes and a signature on the opening page “Property of Jal’Hazar the Great”. Once attuned to the spell book the gibberish notes form into incantations and lists upon lists of spells and magical items. You now gain access to all Wizard spells provided you have the spell slot to cast them. The spell book provides a +2 to your spell casting modifier and spell save DC also gives you advantage on history checks pertaining to magical items.
Master Blade: The hilt of this longsword is made of a bright wood and is bound tight with a white cloth. The guard and pommel are made of gold, simple and sleek in design. The blade is long and thin, metallic with a golden hue. When sunlight directly hits the blade it shimmers and looks to be completely made of gold. Once a day you can cast Haste on yourself as a bonus action. In combat instead of 1d8 Slashing damage the Master Blade deals 4d4 Slashing damage and is a +3 Magical longsword.
Staff of the Scholar: This quarterstaff is made completely of pink hued coral, on one end There is a large pearl. While wielding this quarterstaff you may cast any cantrip from any spell with a +5 to hit and a spell DC of 13.
Clubs of Draconic Rhythm: The handle of these clubs are made of a dark brown Wood, at the end of them are human skulls bound with leather strips, when using them on war drums they create an echo of each hit. They are a +1 Magical weapon and allow the user to choose two targets instead of one when granting inspiration.
Bow of Crimson Fury: This shortbow is made completely of bones and is bound tightly together with red leather strips. This +1 shortbow also deals an additional 1d4 fire damage.
Needle of Veridian Might: This rapier is fashioned from a dragon bone, the blade seeps a transparent black and green ooze like material. When you hit an enemy with this +1 rapier it must succeed on a DC 11 or take 1d4 poison damage and be poisoned for one minute on a failed save and nothing on a success.
Spear of Luom: This spear is fashioned from one large thin bone dragon bone, once per long or short rest when you hit with this +1 spear can forgo its normal damage to deal 2d10 fire damage instead.
Sling of Ivory Storm: This sling is made of two bones fastened together with white leather forming a Y-shape and an elastic band tied between them. The sling functions as a +1 weapon, deals 2d4 cold damage and can target two enemies, rolling once for both enemies but only dealing 1d4 cold damage to each.
Potion of Skill: This Yellow and ever swirling liquid bestows upon its drinker incredible skill. For 1 minute you gain double your proficiency bonus in any skill checks or saving throws.
Searingblade: This fine shortsword was forged by the Azir of the Fireplane, when wielded it’s user gains resistance to fire damage. Every sunrise the sword gains 1d4 charges to a maximum of 4. You can expend a charge to heat the blade of the Searingblade, the core the of blade glows a vibrant yellow melding to a flaming red on the edges. When you expend a charge to heat the blade it deals an additional 1d8 fire damage, the blade is heated for 1 minute.
Pre-made not so magic items.
Healing Salve: Used before a short rest to gain the use of an extra 1d6 hit-die. 3 uses per flask.
Wychwood Pinecone: When thrown or suppressed to force the pine cones tend to explode dealing 1d6+2 fire damage. The cones explosive trait starts to fade after a week or so from the tree. After the first week damage is reduced to 1d4 fire damage and after another week it has no explosive capability.
Potion Belt: This belt allows the wearer to use a potion as a bonus action. To use the potions through a bonus action the wearer must have assigned 1-4 potions to the belt.
Potion Bandolier: This bandolier allows to wearer to use a potion as a bonus action. To use the potions through a bonus action the wearer must have assigned 1-6 potions to the bandolier.
Greatspear: This large spear deals 1d12 piercing damage and has the two handed, thrown and reach properties. Wielding a greatspear requires a strength of 15 or more.
Twinblades: This double bladed weapon has the Light and finesse properties. Attacks deal 2d4 Slashing damage and require a Dexterity of 15 or more to wield properly.
Unstable Magic Weapon: Weapon (any), very rare (requires attunement). You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a critical hit or a critical fumble roll on the chart of unstable magic effects below: