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UNWELCOME SPIRITS CH.

7: WILDEMOUNT BESTIARY

Wildemount Treasures

MNÿ
AN PNQRMQÿSNT
UNDEAD UVWÿXR
KNIGHT YPRMWVRZÿTITS
BEQUEATHES WZÿM[VR \]NÿX^
ACHERON MQRÿW]ÿ
BLADE TO Mÿ
A _]\WV`ÿ
WORTHY WT Ra^TNUÿMQbR
TIEFLING NWP\R\c
ADVENTURER,

XPWÿ
BUT RbR\`ÿU\R
EVERY MWÿW\R
GREAT MZP\RÿVMZÿ
TREASURE HAS TWZÿd\T
ITS [R
PRICE

BJÿKFAÿjDGBFG?K@ÿ?LÿKÿfEJ?DELÿGm?FgpÿtnBJlDFBÿLBBrLÿGDÿgK?FÿjDhBJkÿGDÿELBÿ?GpÿuBGÿGmBÿCDJBÿjDhBJÿlDEÿmKnBkÿGmBÿCDJB
The difference between power and potential is a curiou s thing. Everyone seeks to gain power, to use it. Yet the more power you have, the more you use, the more others
GBFG?K@kÿmDhBnBJkÿ?LÿjDhBJÿEFrFDhFkÿEFELBApÿw?AABFpÿeBfJBGÿEFG?@ÿKsLD@EGB@lÿFBfBLLKJlpÿxÿjBAA@Bÿ?FÿjDGBFG?K@kÿKFAÿx
will try to take it from you . Potential, however, is power unknown, unused . Hidden. Secret until absolutely necessary. I peddle in potential, and I recommend you do too in
these times of war.

-Enchanter Yun

Since magic was first introduced to mortals in ages past, many have sought to channel the gifts of magic into implements of power. Master crafters ~,,d
fine artisans have long worked with talented arcanists and divine acolytes to craft beautiful artifacts of protection, or to forge armaments of war. 1
most skilled archmages enchanted and assembled vast collections of mighty artifacts throughout the Age of Arcanum, most of which were scattered and ÿ?5.45ÿ?030ÿ*42++0301ÿ271
lost in the conflicts of the Calamity.

903.76ÿ+50*0ÿ)8E04+*ÿ):
Adventurers, archeologists, and unscrupulous explorers delve into dungeons, ruins, and forgotten places of lore in hopes of recovering these objects of
power, even as spellcasters and researchers seek to replicate ancient enchantments by their own hands. This chapter contains 2
aÿ4collection
)//04+.)7ÿ)of:ÿ7new
0?ÿ(26.4
magic
.items
+0(*ÿ2and
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X\Yb^[ÿ‚b
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Cannon

Wondrous item, very rare

This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded . It takes one action to aim the cannon and one action
to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.

The creature firing the cannon chooses the effect from the following options:

Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, t"

22 (4dl 0) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2t.
acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.

*0:ÿ2(R*7.ÿ0134;Sÿ0(M*7.ÿII
Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33
(6dl 0) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the ( 3/(ÿ0that
area 1(0ÿ(aren't
3/7Y0ÿ9being
/*7.ÿ;437
worn
or carried.

>Frost
@Z[Dÿ\] ZDEÿThe
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whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.

cLightning
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radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6dl 0) lightning damage on a failed
2save,
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magic Q/=ÿFThe
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while (3*7.ÿ*it0ÿ4over
wearing R/3ÿ:your
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FThe
1/ÿ9bubble
699H/ÿ)contains
470(*72ÿP1ÿ1hour
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3/m6*3/2ÿ(attunement)
0067/-/70V
H+ÿ+/0/)0ÿ43ÿ3/R/(Hÿ:463ÿ)3/(063/ÿ0:</ÿ03/(0ÿ:46ÿ(2ÿ16-(74*+Sÿ(7+ÿ0142/ÿ01(0
While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that
would reveal your alignment treat it as neutral.

Butcher's Bib

Wondrous item, rare (requires attunement)

This black leather apron is perpetually covered by blood, even after being
washed off. You gain the following benefits while wearing the apron:
• Once per turn when you roll damage for a melee attack with a weapon,
you can reroll the weapon's damage dice. If you do so, you must use
the second total.
• Your weapon attacks that deal slashing damage score a critical hit on a
roll of 19 or 20 on the d20.

G79<*ÿAItem
Magic /+8ÿH+?*.<-/<4)?ÿI(C-K)
Descriptions JKLM
NOPQÿOofSÿTU
Coin VWPQX
Delving

Y4 )6.40?ÿ<item,
Wondrous /+8=ÿ*common
4884)
ZThis
2<?ÿ?scintillating
*<)/<557/<)9ÿ*copper
4--+.ÿ*coin
4<)ÿ?sheds
2+6?ÿ6dim
<8ÿ5light
<92/ÿ<in)ÿ7aÿ[5-foot
K:44/ÿ.radius.
76<0?@ÿAIf:ÿ6dropped
.4--+6ÿ7aÿ6distance
<?/7)*+ÿ9greater
.+7/+.ÿthan
/27)ÿ[5ÿ:feet,
++/=ÿthe
/2+ÿ*coin
4<)ÿ<issues
??0+?ÿ7aÿ8+546<40?ÿ.ringing
melodious <)9<)9ÿ?sound
40)6ÿ12+)
when
<it/ÿ2hits
</?ÿ7aÿ?surface.
0.:7*+@ÿ\)
Any3ÿ*creature
.+7/0.+ÿthat
/27/ÿ*can
7)ÿ2hear
+7.ÿthe
/2+ÿ*chime
2<8+ÿ*can
7)ÿ6determine
+/+.8<)+ÿthe /2+ÿ6distance
<?/7)*+ÿthe
/2+ÿ*coin
4<)ÿ6dropped
.4--+6ÿ]based
7?+6ÿ4on)ÿthe
/2+ÿtone.
/4)+@
NO^_`UÿaV
Corpse bcU^
Slayer

Y+ 7-4)ÿI(any),
Weapon 7)3M=ÿ.rare7.+ÿI(requires
.+d0<.+?ÿ7attunement)
//0)+8+)/M
BYou
40ÿ9gain
7<)ÿ7aÿe+lCÿ]bonus
4)0?ÿto/4ÿ7attack
//7*;ÿ7and
)6ÿ6damage
7879+ÿ.rolls455?ÿ87 6+ÿ1<
made /2ÿthis
with /2<?ÿ879<*ÿ1+
magic 7-4)@
weapon.

Y2 +)ÿ3you
When 40ÿ2hit</ÿ7an)ÿ0undead
)6+76ÿ*creature
.+7/0.+ÿ1< /2ÿ7an)ÿ7attack
with //7*;ÿ0using
?<)9ÿthis
/2<?ÿ1+ 7-4)=ÿthe
weapon, /2+ÿ7attack
//7*;ÿ6deals
+75?ÿ7an)ÿ+extra
f/.7ÿC16d8gÿ6damage
7879+ÿ4of:ÿthe
/2+ÿ1+7-4)>?ÿtype,
weapon's /3-+=ÿ7and
)6ÿthe
/2+ÿ*creature
.+7/0.+ÿ2has
7?
6disadvantage
<?76h7)/79+ÿ4on)ÿ?saving7h<)9ÿthrows
/2.41?ÿ7against
97<)?/ÿ+effects
::+*/?ÿthat
/27/ÿturn
/0.)ÿ0undead
)6+76ÿ0until
)/<5ÿthe
/2+ÿ?start
/7./ÿ4of:ÿyour
340.ÿ)next
+f/ÿturn
/0.)@.
TP̀_UVVPQXÿai
Dispelling OQU
Stone

Y4 )6.40?ÿ<item,
Wondrous /+8=ÿhvery
+.3ÿ.rare
7.+
ZThis
2<?ÿ?smooth,
844/2=ÿ.rainbow-colored,
7<)]41K*454.+6=ÿ+egg-shaped
99K?27-+6ÿ?stone /4)+ÿ*can7)ÿ]be+ÿthrown
/2.41)ÿ0up-ÿto/4ÿj30Fÿ:feet
++/ÿ7and
)6ÿ+explodes
f-546+?ÿ<in)ÿ7aÿC10-foot-radius
FK:44/K.76<0?ÿ?sphere
-2+.+ÿ4of:ÿ879<*75ÿ+energy
magical )+.93ÿ4on)ÿ<impact,
8-7*/=
6destroying
+?/.43<)9ÿthe
/2+ÿ?stone.
/4)+@ÿ\)
Any3ÿ7active
*/<h+ÿ?spell
-+55ÿ4of:ÿ[5th/2ÿ5level
+h+5ÿ4or.ÿ5lower
41+.ÿ<in)ÿthe
/2+ÿ?sphere
-2+.+ÿ+ends.
)6?@
Tk`lm^k`nU^
Duskcrusher

Weapon (warhammer), very rare (requires attunement)

This item takes the form of a leather-wrapped metal rod emblazoned with the symbol
of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause
a warhammer head of crackling radiance to spring into existence. The warhammer's
radiant head emits bright light in a 15-foot radius and dim light for an additional 15
feet. The light is sunlight. You can use an action to make the radiant head disappear.

While the radiant head is active, you gain a +2 bonus to attack and damage rolls made
with this magic weapon, and attacks with the weapon deal radiant damage instead of
bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8
radiant damage.
While you are holding Duskcrusher and its radiant head is active, you can use an
action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't
be used again until the next dawn .

789VÿXofYÿ7>
Dust Z[;[X89D>99
Deliciousness

)0 54301@ÿ+item,
Wondrous ?-PCÿ1uncommon
5A0PP05
\This
*+@ÿ3reddish
-44+@*ÿSbrown
30Q5ÿ4dust
1@?ÿAcan
25ÿSbe-ÿ@sprinkled
H3+5],-4ÿ0over
B-3ÿ2any
5/ÿ-edible
4+S,-ÿ@substance
1S@?25A-ÿto?0ÿ6greatly
3-2?,/ÿ+improve
PH30B-ÿthe
?*-ÿ^flavor.
2B03Uÿ\The
*-ÿ4dust
1@?ÿ2also
,@0ÿ4dulls
1,,@ÿthe
?*-ÿ-eater's
2?-3R@ÿ@senses:
-5@-@_ÿ2anyone
5/05-ÿ-eating
2?+56
Ofood
004ÿtreated
?3-2?-4ÿQ+ ?*ÿthis
with ?*+@ÿ4dust
1@?ÿ*has
2@ÿ4disadvantage
+@24B25?26-ÿ0on5ÿ)+ @40Pÿ2ability
Wisdom S+,+?/ÿAchecks
*-A]@ÿ2and
54ÿ)+ @40Pÿ@saving
Wisdom 2B+56ÿthrows
?*30Q@ÿOfor03ÿL1ÿ*hour.
013Uÿ\There
*-3-ÿ+is@ÿ-enough
5016*ÿ4dust
1@?ÿto?0ÿflavor
^2B03ÿ@six+Tÿ@servings.
-3B+56@U
`Ersatz
<9FVaÿ̀b>
Eye

)0 54301@ÿ+item,
Wondrous ?-PCÿAcommon
0PP05ÿI(requires
3-c1+3-@ÿ2attunement)
??15-P-5?N
\This
*+@ÿ2artificial
3?+dA+2,ÿ-eye/-ÿ3replaces
-H,2A-@ÿ2aÿ3real
-2,ÿ0one
5-ÿthat
?*2?ÿQ2
was@ ÿ,lost
0@?ÿ0or3ÿ3removed
-P0B-4U.ÿ)*
While ?*-ÿ>ersatz
+,-ÿthe <9FVaÿ>eye
b>ÿ+is@ÿ-embedded
PS-44-4ÿ+in5ÿyour
/013ÿ-eye/-ÿ@socket,
0A]-?Cÿ+it?ÿAcan't
25R?ÿSbe-ÿ3removed
-P0B-4ÿSby/ÿ2anyone
5/05-ÿ0other
?*-3
?*25ÿ/you,
than 01Cÿ2and
54ÿ/you
01ÿAcan25ÿ@see
--ÿthrough
?*3016*ÿthe?*-ÿtiny
?+5/ÿ0orb3Sÿ2as@ÿthough
?*016*ÿ+it?ÿQ- 3-ÿ2aÿ5normal
were 03P2,ÿ-eye.
/-U
eXffZ>9ÿXofYÿgE
Goggles h>;Vÿi>
Object Fj[Df
Reading

)0 54301@ÿ+item,
Wondrous ?-PCÿ1uncommon
5A0PP05ÿI(requires
3-c1+3-@ÿ2attunement)
??15-P-5?N
\These
*-@-ÿ,leather-framed
-2?*-3kO32P-4ÿ6goggles
066,-@ÿOfeature
-2?13-ÿHpurple
13H,-ÿAcrystal
3/@?2,ÿ,lenses.
-5@-@Uÿ)*+,-ÿQ-
While 23+56ÿthe
wearing ?*-ÿ6goggles,
066,-@Cÿyou
/01ÿ*have
2B-ÿ2advantage
4B25?26-ÿ0on5ÿlIntelligence
5?-,,+6-5A-ÿI(Arcana)
m<;FDFNÿAchecks
*-A]@ÿP24-ÿto?0
made
reveal information about01 a creature
?13-ÿ0or3ÿ0object
Sn-A?ÿ/you
01ÿAcan
25ÿ@see.
--U
In addition, you can ÿAcast DV[Ybÿ@spell
2@ the identify H-,,ÿ1using
@+56ÿthe
?*-ÿ6googles.
006,-@Uÿo5A-ÿ/you
Once 01ÿ4do0ÿ@so,0Cÿ/you
01ÿAcan't
25R?ÿ4do0ÿ@so0ÿ2again
62+5ÿ1until
5?+,ÿthe
?*-ÿ5next
-T?ÿ4dawn.
2Q5U
Hunter's Coat

/323 +3-@ÿ2??15-P-5?N
Armor {leather), very rare (requires attunement)

?0ÿAC while-ÿQ-
You gain a +l bonus to 23+56ÿthis
wearing ?*+@ÿ2armor.
3P03U
ÿ254ÿ?*2?ÿA3-2?13-ÿ40-@5R?ÿ*2B-ÿ2,,ÿ+?@ÿ*+?ÿH0+5?@Cÿ/01ÿA25ÿ-TH-54ÿLÿA*236-ÿ?0ÿ4-2,ÿ25ÿ-T
The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra

54-4ÿAcharges
1 dl 0 necrotic damage to the target. The coat regains 1d3 expended *236-@ÿ4daily
2+,/ÿ2at?ÿ4dawn.
2Q5U
Magic Item Descriptions (L-Q)
Last Stand Armor

:;<=>?ÿ@A6=ÿ6;6A
Armor (any), very rare

You have@Aÿ;aÿE+lFÿGbonus
8<CHÿtoI8ÿ5Jÿ
AC KD LMAÿKA
while ;6L<Nÿthis
wearing IDLHÿ;armor,
6786?ÿKD which LODÿHshimmers
DL77A6HÿHsoftly.
8PIM=Q
LAÿKD
If you die LMAÿKA
while ;6L<Nÿthe
wearing IDAÿ;armor,
6786?ÿLitIÿLisHÿSdestroyed,
AHI68=AS?ÿ;and
<SÿAeach ;ODÿOcelestial,
AMAHIL;M?ÿPfey,
A=?ÿ;and
<SÿTfiend
A<SÿKLIDÿU30VÿPfeet
with AAIÿ8ofPÿyou
=8Cÿ7CHIÿHsucceed
must COOAASÿ8on<ÿ;aÿWJÿ
DC FXÿJD
15 ;6LH7;ÿHsaving
Charisma ;@L<Nÿthrow
ID68Kÿ8or6
LHDASÿtoI8ÿLitsIHÿDhome
be banished 87AÿYplane
M;<Aÿ8ofPÿAexistence,
ZLHIA<OA?ÿCunless
<MAHHÿLitIÿLisHÿ;already
M6A;S=ÿthere.
IDA6AQ
/ÿ]^*_4/
Luxon Beacon

8CHÿLIA7?ÿMANA<S;6=
Wondrous item, legendary

SAO;DAS68<ÿ8ofPÿPfaintly
This dodecahedron ;L<IM=ÿNglowing
M8KL<NÿOcrystal
6=HI;MÿLisHÿDheavier
A;@LA6ÿthanID;<ÿLitIÿ;appears.
YYA;6HQÿ5ÿ AH AIÿ8ofPÿDhandles
set ;<SMAHÿ;are6Aÿ;affixed
bZASÿtoI8ÿLitsIHÿHsides,
LSAH?ÿ;and
<SÿLitIÿYpulsates
CMH;IAHÿ;and
<Sÿthrums
ID6C7HÿKD A<ÿtouched.
when I8CODASQ
Fragment ^/,ÿ4ofeÿf4 ++ghgig,jkÿ5ÿ
Possibility. AO 6A;IC6Aÿthat
creature ID;Iÿtouches
I8CODAHÿthe IDAÿGbeacon
A;O8<ÿ;and <SÿOconcentrates
8<OA<I6;IAHÿfor P86ÿF1ÿ7L minute<CIAÿ6receives
AOAL@AHÿ;aÿlFragment
6;N7A<Iÿ8ofPÿm8 HHLGLMLI=?ÿKD
Possibility, LODÿMlooks
which 88nHÿMlike
LnAÿ;aÿTiny,
aL<=?
grayish ÿ Gbead
A;Sÿ8ofPÿAenergy
<A6N=ÿthat ID;IÿPfollows
8MM8KHÿIthe DAÿOcreature
6A;IC6Aÿ;around,
68C<S?ÿHstaying
I;=L<NÿKL IDL<ÿF1ÿfoot
within P88Iÿ8ofPÿLitIÿ;atIÿ;allMMÿtimes.
IL7AHQÿaThe
DAÿPfragment
6;N7A<IÿMlasts;HIHÿfor
P86ÿo8ÿDhours
8C6Hÿ8or6ÿCuntil
<ILMÿCused
HASQ.ÿp< OAÿthe
Once IDA
beacon ÿ Ngrants
6;<IHÿ;aÿlFragment
6;N7A<Iÿ8ofPÿm8 HHLGLMLI=?ÿLitIÿOcan't
Possibility, ;<qIÿNgrant
6;<Iÿ;another
<8IDA6ÿCuntil<ILMÿthe
IDAÿ<nextAZIÿSdawn.
;K<Qÿ5ÿ AO 6A;IC6AÿKL
creature IDÿ;aÿlFragment
with 6;N7A<Iÿ8ofPÿm8 687ÿ;aÿ)Luxon
HHLGLMLI=ÿPfrom
Possibility [\4/ÿhbeacon
^*_4/ÿOcan't
;<qI
8IDA6ÿlFragment
gain another 6;N7A<Iÿ8ofPÿm8 HHLGLMLI=ÿPfrom
Possibility 687ÿ;any<=ÿHsource.
8C6OAQ
`D
When A<ÿ;aÿOcreature
6A;IC6AÿKL withIDÿ;aÿlFragment
6;N7A<Iÿ8ofPÿm8 HHLGLMLI=ÿ7;
Possibility makesnAHÿ;an<ÿ;attack
II;Onÿ6roll,
8MM?ÿ;an<ÿ;ability
GLMLI=ÿOcheck,
DAOn?
8or6ÿ;aÿHsaving
;@L<Nÿthrow,
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;<ÿAexpend
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SSLIL8<;MÿSd20 rVÿ;and <SÿOchoose
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KD
which LODÿ8ofPÿthe
IDAÿSd20s
rVHÿtoI8ÿCuse.HAQÿ5M IA6<;IL@AM=?ÿKD
Alternatively, when A<ÿ;an<ÿ;attack
II;Onÿ6roll8MMÿLisHÿ7;
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Ocreature,
6A;IC6A?ÿLitIÿOcan
;<ÿAexpend
ZYA<SÿLitsIHÿPfragment
6;N7A<IÿtoI8ÿ6roll8MMÿ;aÿSd20
rVÿ;and<SÿOchoose
D88HAÿKD LODÿ8ofPÿthe
which IDAÿSd20s
rVHÿtoI8ÿCuse,
HA?
IDAÿ8one
the <AÿLitIÿ6rolled
8MMASÿ8or6ÿthe
IDAÿ8one <Aÿthe
IDAÿ;attacker
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8MMASQ.
RIfPÿthe
IDAÿ8original
6LNL<;MÿSd20rVÿ6roll8MMÿDhas
;Hÿ;advantage
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LH;S@;<I;NA?ÿthe IDAÿOcreature
6A;IC6Aÿ6rolls
8MMHÿLitsIHÿSd20
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;advantage
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LH;S@;<I;NAÿDhas ;HÿGbeen
AA<ÿ;applied
YYMLASÿtoI8ÿthe
IDAÿ8original
6LNL<;Mÿ6roll.
8MMQ

.4 [iÿ./
Soul *2^kÿRIfPÿ;aÿPfollower
Snare. 8MM8KA6ÿ8ofPÿthe
IDAÿsLuxon
CZ8<ÿKD
who8ÿDhas;HÿCundergone
<SA6N8<Aÿ;aÿ6ritual
LIC;Mÿ8ofPÿOconsecution
8<HAOCIL8<ÿSdies
LAHÿKL IDL<ÿF100
within VVÿ7L MAHÿ8ofPÿ;aÿ)Luxon
miles [\4/ÿhbeacon,
^*_4/?ÿtheir
IDAL6ÿHsoul
8CMÿLisHÿAensnared
<H<;6ASÿGby=ÿLit.IQÿaThis
DLH
Hsoul
8CMÿKL
willM
MÿGbeAÿ6reincarnated
AL<O;6<;IASÿKL IDL<ÿthe
within IDAÿGbody
8S=ÿ8ofPÿ;aÿ6random
;<S87ÿDhumanoid
C7;<8LSÿGbaby ;G=ÿSdeveloping
A@AM8YL<NÿKL IDL<ÿF100
within VVÿ7L MAHÿ8ofPÿthe
miles IDAÿGbeacon.
A;O8<Q
t^^0i^ÿ4ofeÿu^
Needle /0g/d
Mending

`A ;Y8<ÿ:(dagger),
Weapon S;NNA6>?ÿ6rare
;6Aÿ:(requires
6AvCL6AHÿ;attunement)
IIC<A7A<I>
aThis
DLHÿKA ;Y8<ÿLisHÿ;aÿ7;
weapon magicNLOÿSdagger
;NNA6ÿSdisguised
LHNCLHASÿ;asHÿ;aÿHsewing
AKL<Nÿ<needle.
AASMAQÿ̀D
WhenA<ÿ=you
8CÿDhold
8MSÿLitIÿ;and
<SÿCuse
HAÿ;aÿGbonus
8<CHÿ;action
OIL8<ÿtoI8ÿHspeak
YA;nÿLitsIHÿOcommand
877;<SÿK8 6S?ÿLitIÿtransforms
word, I6;<HP867HÿLinto
<I8ÿ;a
Sdagger
;NNA6ÿ8or6ÿGback
;OnÿLinto
<I8ÿ;aÿ<needle.
AASMAQ
BYou
8CÿNgain
;L<ÿ;a+ÿEF1ÿGbonus
8<CHÿtoI8ÿ;attack
II;Onÿ;and
<SÿSdamage
;7;NAÿ6rolls
8MMHÿ7; SAÿKL
made IDÿthe
with IDAÿSdagger.
;NNA6Qÿ̀D LMAÿDholding
While 8MSL<NÿLit,I?ÿ=you
8CÿOcan
;<ÿCuse
HAÿ;an<ÿ;action
OIL8<ÿtoI8ÿOcast IDAÿ3^
;HIÿthe /0g/dÿOcantrip
mending ;<I6LYÿfrom
P687ÿLit.IQ
tgdw,e*iiÿf^
Nightfall *2i
Pearl

Wondrous item, legendary (requires attunement)

Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 1O minutes to activate it, causing the area within 1O miles of
it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement
to the pearl ends. Once used, the pearl can't be used again for 24 hours.

Orb of the Veil

Wondrous item, very rare (requires attunement)

This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:

• Your Wisdom score increases by 2, as does your ma ximum for that score.
• You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet.
• You have advantage on Wisdom checks to find hidden doors and paths.

Curse. The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb,

keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.

Potion of Maximum Power

a) 9.)/Fÿ:rare
Potion, -:;
SThe
D;ÿMfirst
:I9ÿtime
9.K;ÿAyou cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the
C-K-,;ÿCdealt,
damage ;-B9Fyou can instead use the highest number possible for each die.
SThis
D.Iÿ,glowing
B)V./,ÿNpurple liquid smells of sugar and plum, but it has a muddy taste.
Y7Z578ÿ7of\ÿY7
Potion 665f5g5Zh
Possibility

a) 9.)/FÿEvery
Potion, ;:Aÿ:rare
-:;
JD
When ;/ÿAyou)*ÿCdrink
:./Lÿthis
9D.IÿHclear
B;-:ÿNpotion,
)9.)/FÿAyou )*ÿ,gain
-./ÿtwo
9V)ÿiFragments
:-,K;/9Iÿ)of<ÿa) II.G.B.9AFÿ;each
Possibility, -HDÿ)of<ÿVD .HDÿBlooks
which ))LIÿBlike
.L;ÿ-aÿSTiny,
./AFÿ,grayish
:-A.IDÿGbead
;-Cÿ)of<ÿ;energy
/;:,Aÿthat
9D-9ÿfollows
<)BB)VIÿAyou )*ÿ-around,
:)*/CF
Istaying
9-A./,ÿV. 9D./ÿd1ÿ<foot
within ))9ÿ)of<ÿyou
A)*ÿ-at9ÿ-allBBÿtimes.
9.K;I?ÿjEach
-HDÿ<fragment
:-,K;/9ÿBlasts
-I9Iÿ<for):ÿk8ÿDhours
)*:Iÿ)or:ÿ*until
/9.Bÿ*used.
I;C?
JD
When ;/ÿAyou)*ÿK-
makeL;ÿ-an/ÿ-attack
99-HLÿ:roll,
)BBFÿ-an/ÿ-ability
G.B.9AÿHcheck,
D;HLFÿ)or:ÿ-aÿIsaving
-E./,ÿthrow,
9D:)VFÿAyou )*ÿHcan
-/ÿ;expend
TN;/CÿAyour
)*:ÿ<fragment
:-,K;/9ÿto9)ÿ:roll)BBÿ-an/ÿ-additional
CC.9.)/-BÿCd20l>ÿ-and
/CÿHchoose
D))I;ÿVD which.HDÿ)of<ÿthe
9D;ÿCd20s
l>Iÿto9)
*use.
I;?ÿUB 9;:/-9.E;BAFÿVD
Alternatively, when ;/ÿ-an/ÿ-attack
99-HLÿ:roll)BBÿ.isIÿK-
madeC;ÿ-against
,-./I9ÿyou,
A)*Fÿyou
A)*ÿHcan -/ÿ;expend
TN;/CÿAyour)*:ÿfragment
<:-,K;/9ÿto9)ÿ:roll)BBÿ-aÿCd20
l>ÿ-and
/CÿHchoose
D))I;ÿVDwhich.HDÿ)of<ÿthe
9D;ÿCd20s
l>Iÿto9)ÿ*use,
I;Fÿthe
9D;ÿ)one
/;ÿAyou
)*
:rolled
)BB;Cÿ)or:ÿthe
9D;ÿ)one
/;ÿthe
9D;ÿ-attacker
99-HL;:ÿ:rolled
)BB;C?.
@If<ÿthe
9D;ÿ)original
:.,./-BÿCd20
l>ÿ:roll)BBÿDhas
-Iÿ-advantage
CE-/9-,;ÿ)or:ÿCdisadvantage,
.I-CE-/9-,;FÿAyou )*ÿ:roll)BBÿAyour
)*:ÿCd20
l>ÿ-after
<9;:ÿ-advantage
CE-/9-,;ÿ)or:ÿCdisadvantage
.I-CE-/9-,;ÿDhas -IÿGbeen
;;/ÿ-applied
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9D;ÿ)original
:.,./-Bÿ:roll.
)BB?
JD
While .B;ÿAyou
)*ÿDhave
-E;ÿ)one/;ÿ)or:ÿK) :;ÿiFragments
more :-,K;/9Iÿ)of<ÿa) II.G.B.9Aÿ<from
Possibility :)Kÿthis
9D.IÿNpotion,
)9.)/FÿAyou
)*ÿHcan't
-/m9ÿ,gain
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/)9D;:ÿiFragment
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Possibility :)Kÿ-any/AÿIsource.
)*:H;?
Y276ZnQZ5oÿplimb
Prosthetic 5_f
J) /C:)*Iÿ.item,
Wondrous 9;KFÿHcommon
)KK)/ÿq(requires
:;e*.:;Iÿ-attunement
99*/;K;/9ÿGbyAÿ-aÿHcreature :;-9*:;ÿK. II./,ÿIsome
missing )K;ÿ)or:ÿ-allBBÿ)of<ÿ-aÿBlimb}
.KGr
SThis
D.Iÿ-artificial
:9.MH.-BÿBlimb
.KGÿ:replaces
;NB-H;Iÿ-aÿDhand,
-/CFÿ-an/ÿ-arm,
:KFÿ-aÿ<foot,
))9Fÿ-aÿBleg,
;,Fÿ)or:ÿ-aÿIsimilar
.K.B-:ÿ-appendage
NN;/C-,;ÿthat 9D-9ÿV- wasI ÿBlost
)I9ÿ)or:ÿ:removed
;K)E;C?.ÿJD While.B;ÿthe
9D;ÿNprosthetic
:)I9D;9.Hÿ.isIÿ-attached
99-HD;Cÿ-and
/Cÿ-attuned
99*/;Cÿto9)
Ayou,
)*Fÿ.it9ÿ<functions
*/H9.)/Iÿ.identically
C;/9.H-BBAÿto9)ÿthe
9D;ÿGbody
)CAÿNpart
-:9ÿ.it9ÿ.isIÿ:replacing
;NB-H./,?.ÿ(You )*ÿHcan
-/ÿCdetach
;9-HDÿ)or:ÿ:reattach
;-99-HDÿ.it9ÿ-asIÿ-an/ÿ-action,
H9.)/Fÿ-and
/Cÿ.it9ÿHcan't
-/m9ÿGbe;ÿ:removed
;K)E;CÿGbyAÿ-anyone
/A)/;ÿ;else.
BI;?
@If<ÿAyou
)*ÿDhave-E;ÿK* B9.NB;ÿsprosthetic
multiple 276ZnQZ5oÿglimbs,
5_f6Fÿthey
9D;AÿHcount
)*/9ÿ-asIÿ-aÿIsingle
./,B;ÿK- magic,.Hÿ.item
9;KÿV. 9Dÿ:regard
with ;,-:Cÿto9)ÿthe 9D;ÿ/number
*KG;:ÿ)of<ÿK- ,.Hÿ.items
magic 9;KIÿAyou)*ÿHcan
-/ÿ-attune
99*/;ÿto.9)?
t-,.Hÿ@Item
Magic 9;Kÿu;IH:.N9.)/Iÿq(R-Z)
Descriptions vbwr
xQ58o1281Z578ÿyP
Reincarnation 6Z
Dust

J) /C:)*Iÿ.item,
Wondrous 9;KFÿEvery
;:Aÿ:rare
-:;
JD ;/ÿthis
When 9D.IÿIsmall
K-BBÿNpouch
)*HDÿ)of<ÿNpurple
*:NB;ÿCdust
*I9ÿ.isIÿIsprinkled
N:./LB;Cÿ)on/ÿ-aÿCdead;-CÿDhumanoid
*K-/).Cÿ)or:ÿ-aÿNpiece
.;H;ÿ)of<ÿ-aÿCdead
;-CÿDhumanoid,
*K-/).CFÿthe
9D;ÿCdust
*I9ÿ.isIÿ-absorbed
GI):G;CÿGA
byÿ
9D;ÿ:remains
the ;K-./I?.ÿ@If<ÿV.BB./,Fÿthe
willing, 9D;
Cdead
;-CÿHcreature
:;-9*:;ÿ:returns
;9*:/Iÿto9)ÿBlife
.<;ÿV.9Dÿ-aÿ/new
with ;VÿGbody 9D;ÿ2reincarnate
)CAÿ-asIÿ.if<ÿthe Q58o1281ZQÿIspell
N;BBÿDhad
-CÿGbeen
;;/ÿHcast
-I9ÿ)on/ÿthe
9D;ÿ:remains
;K-./I?.
Ring of Obscuring

v. /,Fÿ*uncommon
Ring, /H)KK)/ÿq(requires
:;e*.:;Iÿ-attunement)
99*/;K;/9r
SThis
D.IÿGband
-/Cÿ)of<ÿ.iron
:)/ÿ:resembles
;I;KGB;Iÿ-aÿIskull
L*BBÿ-and
/Cÿ.isIÿHcold
)BCÿto9)ÿthe
9D;ÿtouch.
9)*HD?ÿ@It9ÿDhas
-IÿX3ÿHcharges
D-:,;Iÿ-and /C
regains 1d3 expended charges daily at dawn. As an action while ;ÿV; -:./,ÿthe
wearing 9D;ÿ:ring,
./,Fÿyou
A)*
can expend 1 of its charges to cast the fog cloud spell from it, V. 9Dÿthe
with 9D;ÿ<following
)BB)V./,
changes: the cloud is centered on you when it first appears, and ÿ 9D;ÿIspell
the N;BBÿBlasts
-I9Iÿ<for):ÿd1
minute (no concentration required) .
~~
~ ·

.hr-.""
,-- '., "
'.111,,
\ ·..... , ... t.
~

--~.--- /.· II-


.i-- ~~

)*+,ÿ.of/ÿ0Temporal
Ring 123.456ÿ756859*.+
Salvation

:; <=>ÿ@rare
Ring, A@BÿC(requires
@BDE;@BFÿAattunement)
GGE<BHB<GI
JIfKÿLyou
MEÿNdie;BÿOP ;QBÿOB
while A@;<=ÿthis
wearing GP;Fÿ=gray
@ALÿRcrystal
@LFGAQÿ@ring,
;<=>ÿyou
LMEÿSvanish
A<;FPÿAand
<Nÿ@reappear
BATTBA@ÿ;in<ÿAan<ÿEunoccupied
<MRRET;BNÿFspace
TARBÿO; GP;<ÿU5ÿKfeet
within BBGÿMofKÿthe
GPBÿFspace
TARBÿyou
LMEÿQleft
BKGÿC(orM@ÿthe
GPBÿ<nearest
BA@BFG
Eunoccupied
<MRRET;BNÿFspace) TARBIV.ÿWYouMEÿPhave
ASBÿAaÿ<number
EHXB@ÿMofKÿPhit;GÿTpoints
M;<GFÿBequal
DEAQÿtoGMÿY3d6
NZÿ+[ÿLyour
ME@ÿ\M <FG;GEG;M<ÿHM
Constitution N;]B@VÿJIfKÿLyour
modifier. ME@ÿPhit;GÿTpoint
M;<GÿHA ^;HEHÿ;isFÿQlower
maximum MOB@ÿthanGPA<ÿthe
GPBÿ<number
EHXB@ÿMofKÿPhit;G
Tpoints
M;<GFÿyouLMEÿ@regain,
B=A;<>ÿyour
LME@ÿPhit;GÿTpoint
M;<GÿHA
ma ^ ;HEHÿ@rises
ximum ;FBFÿtoGMÿAaÿFsimilar
;H;QA@ÿAamount.
HME<GVÿJIfKÿyou
LMEÿPhave
ASBÿAany
<LÿQlevels
BSBQFÿMofKÿ1exhaustion,
_`5ab9*.+>ÿ@reduceBNERBÿLyour
ME@ÿQlevel
BSBQÿMofKÿBexhaustion
^PAEFG;M<ÿXbyLÿc1.Vÿd<RBÿthe
Once GPB
@ring
;<=ÿ;isFÿEused,
FBN>ÿ;itGÿturns
GE@<FÿtoGMÿNdust
EFGÿAand
<Nÿ;isFÿNdestroyed.
BFG@MLBNV
).eÿ.of/ÿ)1
Rod 94*fa9*.+
Retribution

:M N>ÿEuncommon
Rod, <RMHHM<ÿC(requires
@BDE;@BFÿAattunement)
GGE<BHB<GI
gThis
P;FÿAadamantine
NAHA<G;<Bÿ@rodMNÿ;isFÿtipped
G;TTBNÿO; GPÿAaÿ=glowing
with QMO;<=ÿRcrystalline
@LFGAQQ;<BÿBeye.
LBVÿgThe
PBÿ@rod
MNÿPhasAFÿY3ÿRcharges
PA@=BFÿAand
<Nÿ@regains
B=A;<FÿAallQQÿ;itsGFÿBexpended
^TB<NBNÿRcharges
PA@=BFÿNdaily
A;QLÿAatGÿNdawn.
AO<V
hP
WhenB<ÿAaÿRcreature
@BAGE@BÿLyou
MEÿRcan
A<ÿFsee
BBÿO; GP;<ÿZ60iÿKfeet
within BBGÿMofKÿyou
LMEÿNdamages
AHA=BFÿyouLMEÿOP
while;QBÿLyou
MEÿAare@BÿPholding
MQN;<=ÿthis
GP;Fÿ@rod,
MN>ÿyou
LMEÿRcan A<ÿEuse
FBÿLyour
ME@ÿ@reaction
BARG;M<ÿtoGMÿBexpend
^TB<Nÿc1ÿMofKÿthe
GPBÿ@rod's
MNjFÿRcharges
PA@=BF
GMÿKforce
to M@RBÿthe
GPBÿRcreature
@BAGE@BÿtoGMÿHA
makekBÿAaÿl\ÿ
DC c13YÿlB ^GB@;GLÿFsaving
Dexterity AS;<=ÿthrow.
GP@MOVÿgThe
PBÿRcreature
@BAGE@Bÿtakes
GAkBFÿm2d1NciOÿQlightning
;=PG<;<=ÿNdamage
AHA=BÿMon<ÿAaÿKfailedA;QBNÿFsave,
ASB>ÿMor@ÿPhalf
AQKÿAasFÿHERPÿNdamage
much AHA=BÿMon<ÿAa
Fsuccessful
ERRBFFKEQÿMone.<BV
73166ÿn.
Spell 9961
Bottle

hM <N@MEFÿ;item,
Wondrous GBH>ÿQlegendary
B=B<NA@LÿC(requires
@BDE;@BFÿAattunement)
GGE<BHB<GI
gThis
P;Fÿ=glass
QAFFÿXbottle
MGGQBÿRcan
A<ÿFstore
GM@BÿMone
<BÿFspell
TBQQÿMofKÿEupTÿtoGMÿU5thGPÿQlevel
BSBQÿAatGÿAaÿtime.
G;HBVÿhPWhen B<ÿKfound,
ME<N>ÿ@rollMQQÿAaÿNd6ZÿAand
<N
Fsubtract
EXG@ARGÿc1;oÿthe
GPBÿtotal
GMGAQÿNdetermines
BGB@H;<BFÿthe GPBÿQlevel
BSBQÿMofKÿFspell
TBQQÿ;in<ÿthe
GPBÿXbottle
MGGQBÿC(the
GPBÿlpÿ
DM R PMMFBFÿthe
chooses GPBÿFspell,
TBQQ>ÿAand
<N
i0ÿHB A<Fÿthe
means GPBÿXbottle
MGGQBÿ;isFÿBempty)
HTGLIV.ÿqÿ
AF O;@Q;<=ÿXblue
swirling QEBÿSvapor
ATM@ÿ]fillsQQFÿthe
GPBÿXbottle
MGGQBÿOP ;QBÿ;itGÿRcontains
while M<GA;<FÿAaÿFspell.
TBQQV
hP B<ÿthe
When GPBÿXbottle
MGGQBÿ;isFÿBempty,
HTGL>ÿAany<LÿRcreature
@BAGE@BÿRcan A<ÿRcast AFGÿAaÿFspell
TBQQÿMofKÿc1stFGÿthrough
GP@ME=PÿU5thGPÿQlevel
BSBQÿ;into
<GMÿ;itGÿXbyL
GMERP;<=ÿ;itGÿOP
touching ;QBÿRcasting.
while AFG;<=VÿThegPBÿFspell
TBQQÿPhas
AFÿ<noMÿBeffect
KKBRGÿMother
GPB@ÿthan
GPA<ÿtoGMÿXbeBÿFstored
GM@BNÿ;in<ÿtheGPBÿXbottle.
MGGQBV
hP ;QBÿPholding
While MQN;<=ÿthe
GPBÿXbottle,
MGGQB>ÿLyou
MEÿRcan
A<ÿRcast
AFGÿthe
GPBÿFspell TBQQÿFstored
GM@BNÿ;in<ÿ;it.GVÿThe
gPBÿFspell
TBQQÿEuses
FBFÿthe GPBÿFslot
QMGÿQlevel,
BSBQ>ÿFspell
TBQQ
Fsave
ASBÿl\>
DC,ÿ Fspell
TBQQÿAattack
GGARkÿXbonus,
M<EF>ÿAand
<NÿFspellcasting
TBQQRAFG;<=ÿAability X;Q;GLÿMofKÿthe
GPBÿMoriginal
@;=;<AQÿRcaster,
AFGB@>ÿXbutEGÿ;isFÿMotherwise
GPB@O;FB
G@BAGBNÿAasFÿ;ifKÿLyou
treated MEÿRcast
AFGÿthe
GPBÿFspell.
TBQQVÿThe
gPBÿXbottle
MGGQBÿXbecomes
BRMHBFÿBempty HTGLÿMonce <RBÿthe
GPBÿFspell
TBQQÿ;isFÿRcast.
AFGV

JIfKÿLyou're
MEj@BÿPholding
MQN;<=ÿthe
GPBÿBempty
HTGLÿXbottle
MGGQBÿOPB<ÿyou
when LMEÿFsee
BBÿAaÿRcreature
@BAGE@BÿRcasting
AFG;<=ÿAaÿFspell
TBQQÿO;GP;<ÿZ60iÿfeet
within KBBGÿMofKÿLyou,
MEyou can open the bottle as a reaction in an attempt to
interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th
level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle.

Staff of Dunamancy

Staff, very rare (requires attunement by a wizard}


This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed.

While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and
spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). See chapter 4 for descriptions of these spells.

New Possibility. If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful

one. This property can't be used again until the next dawn.

Staff of the Ivory Claw

Staff, rare (requires attunement by a spellcaster)

This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +l bonus to spell attack rolls .
K*4;4?47ÿyou
Whenever 81<ÿ,score
>174ÿ/aÿ>critical
7+.+>/3ÿ*hit+.ÿ9+.*ÿ/aÿ,spell
with 2433ÿ/attack,
../>NHÿthe
.*4ÿtarget
./764.ÿtakes
./N4,ÿ/an;ÿ4extra
F.7/ÿa3d6
5Cÿ7radiant
/5+/;.ÿ5damage.
/=/64@
sQtÿnVVeVR
VoxSeeker

K1 ;571<,ÿ+item,
Wondrous .4=Hÿ>common
1==1;
)This
*+,ÿ>clockwork
31>N917Nÿ5device
4?+>4ÿ7resembles
4,4=:34,ÿ/aÿ=4 ./3ÿ>crab
metal 7/:ÿthe
.*4ÿ,size
+u4ÿ1of0ÿ/aÿ5dinner
+;;47ÿ2plate.
3/.4@ÿvEvery
?478ÿ/action
>.+1;ÿ<used
,45ÿto.1ÿ9+;5ÿ<up2ÿthe
wind .*4ÿ5device
4?+>4ÿ/allows
3319,ÿ+it.ÿto.1ÿ1operate
247/.4ÿ0for17ÿA1ÿ=+;<.4Hÿto.1ÿ/a
minute,
=/ F+=<=ÿ1of0ÿA1BOÿ=+
maximum ;<.4,@ÿK*
minutes. +34ÿ1operational,
While 247/.+1;/3Hÿthe
.*4ÿ+item
.4=ÿ<uses
,4,ÿthe >>1=2/;8+;6ÿ[vox
.*4ÿ/accompanying QtÿXseeker
VVeVRÿ,stat
./.ÿ:block.
31>N@ÿThis
)*+,ÿ/automaton
<.1=/.1;ÿ+is,ÿ<under
;547ÿthe .*4ÿLwm
DM's, ÿ>control.
1;.713@ÿAxÿvox
?1F
,seeker
44N47ÿ7reduced
45<>45ÿto.1ÿBOÿ*hit+.ÿ2points
1+;.,ÿ+is,ÿ5destroyed.
4,.71845@
|VOX
}~ÿ€SEEKER
‚ƒ
)+;8ÿ>construct,
Tiny 1;,.7<>.Hÿ<unaligned
;/3+6;45
„R…QRÿp_
Armor ZXXÿA14Eÿ\(natural
Class ;/.<7/3ÿ/armor)
7=17]
†c
HitS
ÿjQ cUSXÿ7‡ÿ\(2d4
Points I5Eÿ+DÿI2)]
n^ VVˆÿI20Bÿ0ft.,.@Hÿ>climb
Speed 3+=:ÿI20Bÿ0ft..@
n‰Š
STR zŒ
DEX pŽi
CON
I2ÿ\(-4)
‹E] A10Bÿ\(+0)
DB] A12Iÿ\(+l)
DA]
oINT
i‰ yo
WISn p†„
CHA
A1ÿ\(-5)
‹] A10Bÿ\(+0)
DB] A1ÿ\(-5)
‹]
zZ …ZbVÿoImmunities
Damage ……TUcScVXÿ2poison,
1+,1;Hÿ2psychic
,8>*+>
pQ UˆcScQUÿoImmunities
Condition ……TUcScVXÿkblinded,_cUˆVˆHÿcharmed,
fZR…VˆHÿˆdeafened,
VZPVUVˆHÿVexhaustion,
tfZTXScQUHÿPfrightened,
RcbfSVUVˆHÿ^paralyzed,
ZRZ_d‘VˆHÿ^petrified,
VSRc’VˆHÿ^poisoned
QcXQUVˆ
nV UXVXÿkblindsight
Senses _cUˆXcbfSÿC60Bÿ0ft..@ÿ\(blind
:3+;5ÿ:beyond
481;5ÿthis
.*+,ÿ7radiu
/5+<,s),]Hÿ2passive
/,,+?4ÿ“4 7>42.+1;ÿA1B0
Perception

”Languages-
ZUbTZbVX•
pf Z__VUbVÿA1–/ —8ÿ\(25
Challenge Iÿ˜“]
XP)

sQ cVÿ”Lock.
Voice Qelÿ)The*4ÿ?vox
1Fÿ,seeker
44N47ÿ=< must,.ÿ=1
move?4ÿtowa
.19/7rd5ÿ/and
;5ÿ/attack
../>Nÿthe
.*4ÿ,source
1<7>4ÿof10ÿthe
.*4ÿ;nearest
4/74,.ÿ?vo1+ice
>4ÿ9+.*+;ÿC60Bÿ0feet
within 44.ÿ1of0ÿ+it,.Hÿto.1ÿthe
.*4ÿ4exclusion
F>3<,+1;ÿ1of0ÿ/all33ÿ1other
.*47ÿtargets,
./764.,Hÿ0for17ÿ/as,ÿ3long
1;6ÿ/as,ÿ+it.ÿ7remain
4=/+;,s
1operational.
247/.+1;/3@
n^ cˆVRÿp_
Spider c…klÿThe
Climb. )*4ÿvox
?1Fÿ,seeker
44N47ÿ>can/;ÿ>climb
3+=:ÿ5difficult
+™><3.ÿ,surfaces,
<70/>4,Hÿ+including
;>3<5+;6ÿ<upsi
2,+5de4ÿ5down
19;ÿ1on;ÿ>ceilings,
4+3+;6,Hÿwithout
9+.*1<.ÿ;needing
445+;6ÿto.1ÿ=/ N4ÿ/an;ÿ/ability
make :+3+.8ÿ>check.
*4>N@
š›œžŸ 
Actions

jcUVRlÿw4
Pincer. Melee Weapon x../>NOÿD+2Iÿto.1ÿ*hit,+.Hÿ7reach
Attack: 4/>*ÿ5ÿ0ft.,.@Hÿ1one ./764.@ÿ¡+
;4ÿtarget. .OÿI2ÿ\(1A5d4)E]ÿ2piercing
Hit: +47>+;6ÿ5damage
/=/64ÿ2plus
3<,ÿa3ÿ3lightning
+6*.;+;6ÿ5damage.
/=/64@

yVZ^QUÿQofPÿpV
Weapon RSZcUÿzV
Certain ZSf
Death

K4/21;ÿ\(any),
Weapon /;8]Hÿ7rare
/74
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.

Vestiges of Divergence
When the great wars of the Calamity rolled across Exandria, heroes of divinity accepted legendary relics from their patrons and gods. At the same time,
archmages wove dangerous arcane power into items of immense magical might. When the war ended, most of these magic items were buried with their
wielders beneath ash and dust. Those items that survived were passed down as heirlooms and prized tokens of the past. Whether they survived
destruction or have been claimed from the ruins of history, these remnants of a lost era have come to be known as the Vestiges of Divergence.

Each Vestige of Divergence is a magic item that evolves with its wielder. If not attuned to a worthy individual over a prolonged period, such items
commonly revert to their dormant state. While in this state, a Vestige of Divergence grants an attuned bearer only some of its power. Over time, and in
response to perseverance and personal growth, a Vestige of Divergence might unlock facets of its lost capabilities to enter an awakened state. Eventually, >
through extreme personal challenge, evolution, and achievement, these artifacts can reach their ultimate potential in their exalted state. The properties
and features gained at each new state are cumulative with the properties and features granted at a previous state, unless otherwise noted.

EThis
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*2@3+28D868-9A

ADVANCEMENT OF A VESTIGE OF DIVERGENCE

Typically, the advancement of a Vestige of Divergence echoes its wielder's own journey of self-discovery, whether that involves triumph or failure. However, a Vestige
of Divergence might evolve on its own during moments of duress or desperation for its wielder, granting additional aid in times of need . These moments of
advancement are up to the Dungeon Master to identify and enforce, and might manifest in unexpected ways .

DMs can use the following examp les as guidelines for shaping the evolution of a Vestige of Divergence:

• A character overcomes one of their greatest fears, bravely facing an otherwise paralyzing phobia to save a fellow party member.
A character is beaten within an inch of their life by a long-hated foe . In the face of defeat, they feel a deep, dormant strength grow from within .
A character loses a close ally in battle, their anguish and fury stirring the power within a Vestige of Divergence.
A character discovers a facet of their destiny that guides them toward a dangerous cause. Setting aside their fears, they accept their fate and responsibility.
A character successfully takes vengeance against a riva l who has long tormented them .
• A character known for restraint gives in to the amoral, violent urges that a Vestige of Divergence was forged to hone.

A Vestige of Divergence typica lly remains dormant unti l its wielder achieves 9th level. It becomes awakened between levels 9 and 1 5, and achieves an exalted state
between levels 16 and 20. Ultimately, though, this progression is determined by the Dungeon Master.

[OPLQ\]Sÿ^_
Danoth's SLM
Visor

(3 +:/3C2ÿ8item,
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*.*+:0/9ÿ̀(requires
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40/A

Dormant

While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally,
you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.

Awakened

When Oanoth's visor reaches an awakened state, it gains the following properties:

• You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and
objects appear ghostly and translucent.
• As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and
lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up
to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn .
• As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed
through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.

Exalted
JWhen Danoth's Visor reaches an exalted state, it gains the following properties:
• You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around
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You can use the grimoire as your spellbook, and you can scribe new spells into it as
normal. When you prepare wizard spells using the grimoire, the number of wizard
spells you can prepare increases by 1.

Awakened
When the Grimoire lnfinitus reaches an awakened state, it gains the following properties:

• While you carry the spellbook, you have advantage on saving throws against spells and magical effects.
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.

Exalted
When the Grimoire lnfinitus reaches an exalted state, it gains the following properties:

• You can now use your Arcane Recovery feature twice between long rests, rather than once.
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.

Hide of the Feral Guardian

Armor (studded leather), legendary (requires attunement)

It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the
natural world before the terrors of the Calamity.

Dormant
While wearing the armor in its dormant state, you gain the following benefits:

• The armor grants you a +l bonus to AC.


• While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a + 1 bonus to me lee attack
and damage rolls, and you retain the benefits of this armor.
• As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and
Charisma scores. This property can't be used again until the next dawn.

Awakened
,6ÿ/1ÿ/./H
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gInfiltrator's
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Key
Wondrous item, legendary (requires attunement)

This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.

Dormant
The infiltrator's key grants the following benefits in its dormant state:

• The key can be used as thieves' tools for the purpose of opening locks. When
using the key, you are considered proficient in thieves' tools and you have
advantage on ability checks made to open locks.
• While holding the key, your steps are muffled, giving you advantage on Dexterity
(Stealth) checks made to move silently.

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(=
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1,7*.@),3ÿthe 1=2ÿ>key28ÿ0into
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magic60Dÿ+dagger
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made 1=ÿ0it,14ÿ7and
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Stormgirdle

Wondrous item, legendary (requires attunement)

A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord . The girdle's clasps are made from dragon ivory.

Dormant
While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if
it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:

• You have immunity to lightning damage and thunder damage.


• When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead . When you hit with a weapon attack
that normally deals piercing or slashing damage, it deals lightning damage instead.
• As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning . The target must make a DC 15 Dexterity
saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.

Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn.

Awakened
While wearing the stormgirdle in its awakened state, you gain the following benefits:

ICD0ÿJ30,123)ÿ>KC0,ÿF,KCL,>ÿMNÿ*Eÿ*3ÿ*>1O3ÿ/+0,/@BÿMNÿC0ÿ)*2),0P
• Your Strength score becomes 23 if it isn't already 23 or higher.
• IYour
CD0ÿJStorm
3C0LÿQR/3/0O>ÿ+lightning
Avatar's *2)31*12ÿ>strike
30*?,ÿ@deals
,/+>ÿS4d6
@Tÿ+lightning
*2)31*12ÿ@damage
/L/2,ÿU(instead
*1>3,/@ÿCofEÿN3d6).
@TVP
• () *+,ÿtransformed
While 30/1>EC0L,@ÿ*into
13Cÿ/aÿJStorm
3C0LÿQR /3/0AÿByou
Avatar, CDÿ2gain
/*1ÿ/aÿWflying
B*12ÿ>speed
X,,@ÿCofEÿN30YÿEfeet
,,3ÿ/and
1@ÿKcan
/1ÿ)hover.
CR,0P
ZExalted
[\<5=;
() *+,ÿ.,
While wearing 3),ÿ4stormgirdle
/0*12ÿthe 56789:7;<=ÿ*in1ÿ*its3>ÿ,exalted
]/+3,@ÿ>state,
3/3,Aÿyou
BCDÿ2gain
/*1ÿthe3),ÿfollowing
EC++C.*12ÿFbenefits:
,1,G3>H
• I CD0ÿJStrength
Your 30,123)ÿ>score
KC0,ÿFbecomes
,KCL,>ÿM25^ÿ*ifEÿ*it3ÿ*isn't
>1O3ÿ/already
+0,/@BÿM25^ÿCor0ÿ)higher.
*2),0P
• I CD0ÿJStorm
Your 3C0LÿQR /3/0O>ÿ+lightning
Avatar's *2)31*12ÿ>strike
30*?,ÿ@deals,/+>ÿ^5d6@Tÿ+lightning
*2)31*12ÿ@damage
/L/2,ÿU(instead
*1>3,/@ÿCofEÿN3d6).
@TVP
• I CDÿKcan
You /1ÿKcast 3),ÿ_control
/>3ÿthe 6`576<ÿb= \5c=7ÿ>spell
weather X,++ÿEfrom
0CLÿthe3),ÿ2girdle.
*0@+,PÿdThis
)*>ÿXproperty
0CX,03BÿKcan't
/1O3ÿFbe,ÿDused
>,@ÿ/again
2/*1ÿDuntil
13*+ÿthe
3),ÿ1next
,]3ÿ@dawn.
/.1P

e=78:̀4c76f;
Verminshroud

(C 1@0CD>ÿ*item,
Wondrous 3,LAÿ+legendary
,2,1@/0BÿU(requires
0,gD*0,>ÿ/attunement)
33D1,L,13V
dThis
)*>ÿXpatchy
/3K)BÿKcloak
+C/?ÿ./was> ÿXpieced
*,K,@ÿtogether
3C2,3),0ÿEfrom
0CLÿthe
3),ÿXpelts
,+3>ÿCofEÿ0rats
/3>ÿEfound
CD1@ÿEfeasting
,/>3*12ÿCon1ÿthe
3),ÿ@dead
,/@ÿ*in1ÿh+*2)3>)C0,ÿ/and
Blightshore 1@ÿ*is>ÿ@dottedC33,@ÿ.* 3)ÿthe
with 3),ÿFbloated
+C/3,@ÿKcorpses
C0X>,>ÿCofEÿL/ 2*K/++B
magically
Xpreserved
0,>,0R,@ÿ*insects1>,K3>ÿ/along
+C12ÿ*its3>ÿ>seams.
,/L>P
i6 78\`5
Dormant
()
While *+,ÿ.,
wearing 3),ÿjverminshroud
/0*12ÿthe =78:̀4c76f;ÿ*in1ÿ*its3>ÿ@dormant
C0L/13ÿ>state,
3/3,AÿByou
CDÿ2gain
/*1ÿthe
3),ÿEfollowing
C++C.*12ÿFbenefits:
,1,G3>H
• IYou CDÿ)have
/R,ÿ/advantage
@R/13/2,ÿCon1ÿ(* >@CLÿU(Perception)
Wisdom k=7_=l5:6`VÿKchecks
),K?>ÿthat
3)/3ÿ0rely
,+BÿCon1ÿ>smell,
L,++AÿByou
CDÿ/are0,ÿ*immune
LLD1,ÿto3Cÿ@disease,
*>,/>,Aÿ/and
1@ÿByou CDÿ)have /R,ÿ;darkvision
\7mj:4:6`ÿCoutD3ÿto3Cÿ/aÿ0range
/12,ÿCofEÿT60Yÿfeet.
E,,3P
nIfEÿByou
CDÿ/already
+0,/@Bÿ)have
/R,ÿ;darkvision,
\7mj:4:6`Aÿ., /0*12ÿthe
wearing 3),ÿKcloak
+C/?ÿ*increases
1K0,/>,>ÿthe 3),ÿ0range
/12,ÿCofEÿByour
CD0ÿ;darkvision
\7mj:4:6`ÿFbyBÿT60YÿEfeet.
,,3P
• Q>As ÿ /an1ÿ/action,
K3*C1AÿByou
CDÿKcan
/1ÿDuse 3),ÿjverminshroud
>,ÿthe =78:̀4c76f;ÿto3CÿKcast l6<o867lcÿCon1ÿByourself,
/>3ÿpolymorph CD0>,+EAÿtransforming
30/1>EC0L*12ÿ*into 13Cÿ/aÿgiant
9:\`5ÿ7rat\5ÿCor0ÿ7rat\5ÿ.) *+,ÿ0retaining
while ,3/*1*12ÿyour
BCD0ÿnIntelligence,
13,++*2,1K,A
(* >@ C LA ÿ/1@ ÿp) /0 *
> L/ ÿ>K C 0
, >Aÿ/>ÿ
., +
+ÿ
/ >ÿ3) ,ÿX0CX ,03*, >ÿC Eÿ3), ÿK +
C /?P
ÿd) *>ÿ
X 0C X, 0
3Bÿ
K/ 1 O3ÿ
F
Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn., ÿD> , @ÿ
/ 2/*1 ÿ
D 1 3* +ÿ
3 ) ,ÿ1, ] 3ÿ@/ .1 P
qb\ m=`=;
Awakened
() *+,ÿ.,
While wearing 3),ÿjverminshroud
/0*12ÿthe =78:̀4c76f;ÿ*in1ÿ*its3>ÿ/awakened
./?,1,@ÿ>state,
3/3,AÿByou
CDÿ2gain
/*1ÿthe
3),ÿEfollowing
C++C.*12ÿFbenefits:
,1,G3>H
• I CDÿ)have
You /R,ÿ0resistance
,>*>3/1K,ÿto3CÿXpoison
C*>C1ÿ@damage.
/L/2,P
I C D ÿ
K/ 1 ÿD>, ÿ
/ 1ÿ /K3*C1 ÿ
3 CÿK
• You can use an action to cast the/>3ÿ3),ÿ:̀4
insect=_5ÿlplague
<\9f=ÿ>spell
X,++ÿU(save
>/R,ÿrpÿ
DC s ^VÿEfrom
15) 3),ÿjverminshroud,
0CLÿthe =78:̀4c76f;Aÿ0requiring
,gD*0*12ÿ1noCÿL/3,0*/+ÿKcomponents.
material CLXC1,13>PÿdThis
)*>ÿXproperty
0CX,03BÿKcan't
/1O3ÿFbe,
Dused
>,@ÿ/again
2/*1ÿDuntil
13*+ÿthe
3),ÿ1next
,]3ÿ@dawn
/.1P.
• ()
When,1ÿByou
CDÿKcast 3),ÿlpolymorph
/>3ÿthe 6<o867lcÿ>spell
X,++ÿDusing ),ÿjverminshroud,
>*12ÿ3the =78:̀4c76f;AÿByou CDÿKcan
/1ÿtransform
30/1>EC0Lÿ*into
13Cÿ/aÿ9giant
:\`5ÿb\4lP
wasp.

ZExalted
[\<5=;
() *+,ÿ.,
While /0*12ÿthe
wearing 3),ÿjverminshroud
=78:̀4c76f;ÿ*in1ÿ*its3>ÿ,exalted
]/+3,@ÿ>state,
3/3,AÿByou
CDÿ2gain
/*1ÿthe
3),ÿEfollowing
C++C.*12ÿFbenefits:
,1,G3>H
• I CDÿ2gain
You /*1ÿ/aÿKclimbing
+*LF*12ÿ>speed
X,,@ÿ,equal
gD/+ÿto3Cÿyour
BCD0ÿ./ +?*12ÿ>speed
walking X,,@P.
• Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 3C
1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When
you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target
can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
• When you cast the polymorph spell using the verminshroud, you can transform into a giant scorpion.

Wreath of the Prism

Wondrous item, legendary (requires attunement)

This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.

Dormant
While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases
the range of your darkvision by 60 feet.

When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with
an attack, or when you grapple it, you can use the wreath to cast dominate
monster on the creature (save DC 13). On a successful save, the target is

immune to the power of the wreath for 24 hours. On a failure, a shimmering,


golden image of the wreath appears as a collar around the target's neck or as a
crown on its head (your choice) until it is no longer charmed by the spell. If you
use the wreath to charm a second creature, the first spell immediately ends.
When the spell ends, the target knows it was charmed by you.

`a> @RER=
Awakened
Y2
Once 4*-ÿa?
K-ÿthe R>Q^ÿDofcÿQthe
wreath ^Rÿprism
d?BCPÿ1reaches
-0K*-5ÿ0an2ÿ0awakened
/0N-2-6ÿ5state, 404-9ÿ+it4ÿ3gains
0+25ÿthe
4*-ÿFfollowing
7,,7/+23ÿLbenefits:
-2-_45e
• f 7;ÿKcan
You 02ÿ0affect
FF-K4ÿKcreatures
1-04;1-5ÿ7ofFÿKchallenge
*0,,-23-ÿ1rating
04+23ÿV1HOÿ7or1ÿ,lower
7/-1ÿ/+with 4*ÿthe
4*-ÿ/1 -04*I
wreath.
g *-ÿ5 0<- ÿTUÿ7 F ÿ4
* -ÿ/1- 04*\
5 ÿ
5 O-,,ÿ
+
2 K1- 0 5-
• The save DC of the wreath's spell increases to 1 5.5ÿ47 ÿV M I
hExalted
i>jQR=
Y2
Once 4*-ÿa?
K-ÿthe R>Q^ÿDofcÿQthe
wreath ^Rÿprism
d?BCPÿ1reaches
-0K*-5ÿ0an2ÿ-exalted
k0,4-6ÿ5state,
404-9ÿ+it4ÿ3gains
0+25ÿthe
4*-ÿFfollowing
7,,7/+23ÿLbenefits:
-2-_45e
• f 7;ÿKcan
You 02ÿ0affect
FF-K4ÿKcreatures
1-04;1-5ÿ7ofFÿKchallenge
*0,,-23-ÿ1rating
04+23ÿV15Mÿ7or1ÿ,lower
7/-1ÿ/+ 4*ÿthe
with 4*-ÿ/1 -04*I
wreath.
g*-ÿ5save
• The 0<-ÿTUÿ
DC 7
ofF ÿthe
4*-ÿ/1 -04*\5ÿ5spell
wreath's O-,,ÿ+increases
2K1-05-5ÿto47ÿV17.lI

m185ÿ7ofFÿthe
Arms 4*-ÿn-410:-15
Betrayers

gThe*-ÿm1 85ÿ7ofFÿthe
Arms 4*-ÿn-410:-15ÿ0are1-ÿ5sentient
Betrayers -24+-24ÿ/- 0O725ÿFforged
weapons 713-6ÿfrom
F178ÿthe
4*-ÿ5souls
7;,5ÿ7ofFÿ_fiends
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Betrayer 65ÿfor
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67,5s
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more -40+,5IXÿgThese
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14+F0K45ÿ0are1-ÿ87 1-ÿthan
more 4*02ÿjust
u;54ÿ80 3+Kÿ+items.
magic 4-85IÿgThey*-:ÿ0are1-ÿOpowerful
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Properties

gThe
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Betrayers 6<02K-ÿ+in2ÿOpower
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these 14+F0K45ÿ*has
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17O-14:Iÿ)*
When-2ÿthe
4*-ÿ0artifact
14+F0K4ÿ0attains
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17O-14:ÿ0and 26ÿ0an2ÿ0additional
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17O-14:Iÿ)*When -2ÿthe
4*-ÿ+item
4-8ÿ1reaches
-0K*-5ÿ+its45ÿ-exalted
k0,4-6ÿ5state,
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17O-14:IÿpSee
--
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m14+F0K4ÿw1 7O-14+-5sÿ+in2ÿKchapter
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more 2F71804+72I
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Arms of the Betrayers Destruction

dB Destruction Met hod


dB Destruction Method

The weapon must be bathed in the ichor of an archdevil or demon lord.

2 A coven of twelve night hags must perform an eight-hour ritual known only to them on the plane of Gehenna to destroy the weapon.

3 9The
:;ÿ=; >?@AÿBC
weapon must DEÿFbe;ÿFbrought
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made

4 9The
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E:;ÿ=; >?@AN
weapon.

5 9The
:;ÿ=; >?@AÿHisDÿGdestroyed
weapon ;DEJ@T;GÿHifKÿGdevoured
;L@CJ;GÿFbyTÿ[S \@E@>N
Uk'otoa.

]6 9Thrusting
:JCDEHAQÿtheE:;ÿ=;
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>?@AÿHinto 0_34ÿ̀, a134ÿGdestroys
beacon ;DEJ@TDÿthe
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weapon AGÿthe
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Betrayers.

d8 cC JAHAQÿthe
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wield E:;ÿ=; >?@AÿGdestroys
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E:;ÿHitem.
E;BN

PJEHK>IEÿe;
Artifact DIJH?EH@AD
Descriptions

9These
:;D;ÿ>artifacts
JEHK>IEDÿ>areJ;ÿ?presented
J;D;AE;GÿHinAÿ>alphabetical
M?:>F;EHI>Mÿ@order.
JG;JNÿfFor@Jÿthe
E:;ÿJrules
CM;Dÿ@onAÿ>artifacts,
JEHK>IEDgÿDsee
;;ÿIchapter E:;ÿeC
:>?E;Jÿb7ÿ@ofKÿthe AQ;@Aÿh>
Dungeon DE;J\DÿUC
Master's HG;N
Guide.

ija),ÿ3ofkÿi/
Blade 3l,4ÿ62
Broken //3/-
Mirrors

m; >?@Aÿn{dagger),
Weapon G>QQ;Jogÿ>artifact
JEHK>IEÿn(requires
J;pCHJ;Dÿ>attunement
EECA;B;AEÿFbyTÿ>aÿ:humanoid}
CB>A@HGo
Pÿ
A =; >?@Aÿ@ofKÿ9Tharizdun,
weapon :>JHqGCAgÿthis
E:HDÿGdagger
>QQ;JÿHisDÿ>aÿ?piece
H;I;ÿ@ofKÿjagged
r>QQ;GÿDstone
E@A;ÿ=: @D;ÿFblade
whose M>G;ÿHisDÿDscribed
IJHF;Gÿ=H
withE:ÿ>aÿB> q;RMHS;ÿ?pattern
maze-like >EE;JAÿ=HwithE:ÿAno@ÿFbeginning
;QHAAHAQÿ@orJÿ;end.AGN
s, 4.2,41,
Sentience

:;ÿij
9The a),ÿ3ofkÿi/
Blade 3l,4ÿ62
Broken //3/-ÿHisDÿ>aÿDsentient
Mirrors ;AEH;AEÿIchaotic
:>@EHIÿ;evilLHMÿ=; >?@Aÿ=H
weapon E:ÿ>anAÿtIntelligence
with AE;MMHQ;AI;ÿ@ofKÿO218,gÿ>aÿmHDG@Bÿ@ofKÿO24,Xgÿ>and
Wisdom AGÿ>aÿu: >JHDB>ÿ@ofKÿO24.XNÿtItEÿ:has
Charisma >Dÿ:hearing
;>JHAQÿ>and
AG
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a/lv2-234ÿ@outCEÿtoE@ÿ>aÿJrange
>AQ;ÿ@ofKÿ8120
OwÿKfeet.
;;EN
9The
:;ÿ=; >?@AÿIcommunicates
weapon @BBCAHI>E;Dÿtelepathically
E;M;?>E:HI>MMTÿ=H with E:ÿHitsEDÿ=H;MG;Jÿ>and
wielder AGÿIcan
>AÿDspeak,
?;>SgÿJread,
;>Ggÿ>andAGÿCunderstand
AG;JDE>AGÿPF TDD>Mÿ>and
Abyssal AGÿu@ BB@AN
Common.

x, /-34aj2.y
Personality

PA
An ÿHinsane
AD>A;ÿzglabrezu
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within E:;ÿija),ÿ3ofkÿi/
Blade 3l,4ÿ62
Broken //3/-Nÿ9The
Mirrors. :;ÿ=; >?@AÿTyearns
weapon ;>JADÿtoE@ÿIcause
>CD;ÿIchaos.
:>@DNÿtItEÿMlearns
;>JADÿHitsEDÿ=H ;MG;J\Dÿ?principles,
wielder's JHAIH?M;Dgÿthen
E:;A
Cuses
D;Dÿthose
E:@D;ÿHideals
G;>MDÿtoE@ÿ;encourage
AI@CJ>Q;ÿJreckless
;ISM;DDÿ>action.
IEH@ANÿThe 9:;ÿGdagger
>QQ;Jÿ=: HD?;JDÿHideas
whispers G;>Dÿ@ofKÿJrevolution
;L@MCEH@AN.
+3 /}a4.
Dormant

9The
:;ÿGdagger
>QQ;JÿQgrants
J>AEDÿthe
E:;ÿKfollowing
@MM@=HAQÿFbenefits
;A;YEDÿHinAÿHitsEDÿGdormant
@JB>AEÿDstate:
E>E;~
• You@CÿIcan
>AÿDspeak,
?;>SgÿJread,
;>Ggÿ>and
AGÿ=J HE;ÿPF
write TDD>MN
Abyssal.
• You@CÿQgain
>HAÿ>a+ÿ€81ÿFbonus
@ACDÿtoE@ÿ>attack
EE>ISÿ>andAGÿGdamage
>B>Q;ÿJrolls @MMDÿB> madeG;ÿ=H E:ÿthis
with E:HDÿB>
magicQHIÿ=; >?@ANÿtImmediately
weapon. BB;GH>E;MTÿ>after
KE;JÿTyou@CÿB>
make S;ÿ>aÿJranged
>AQ;Gÿ>attack
EE>ISÿ=Hwith E:ÿthis
E:HDÿ=; >?@AgÿHitE
weapon,
returns to your hand .
HM;ÿ:@MGHAQÿE:;
• Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the
dagger, you can use an action to change your form to match any humanoid the blade remembers . Your statistics, other than your size, ;gÿGdon't
@A\EÿIchange.
:>AQ;N
Any equipment you are wearing or carrying isn't transformed . You can revert to your true appearance as an action. You revert to yourÿEJC;ÿ>appearance
true ??;>J>AI;
automatically when you die.
When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory.

Awakened
mWhen the dagger reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major itr
or phantasmal killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn.
Exalted
When the dagger reaches an exalted state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +3.


• The saving throw DC for spells cast from the dagger increases to 17.
• While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you
stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become
visible again.

Grove/thrash

Weapon (warhammer), artifact (requires attunement)

Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain .

Sentience
Grove/thrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a
range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.

Personality
A covetous ultroloth named Ciria lives within Grove/thrash. The weapon values material
possessions and doling out pain . It compliments its wielder whenever they claim treasure
and takes pleasure in harming others.

Dormant
The warhammer grants the following benefits in its dormant state:

• You can speak, read, and write Abyssal and Infernal.


• You gain a +l bonus to attack and damage rolls made with this magic weapon. When
you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning
5damage
6I671ÿto4@ÿthe 401ÿtarget.
468714LÿcIf?ÿRyou
@Gÿ5do,@=ÿRyou
@Gÿtake
46H1ÿP15d6pÿBpsychic
:R90>9ÿ5damage.
6I671LÿDThe
01ÿA6 806II18ÿ5deals
warhammer 16<:
5double
@GF<1ÿ5damage
6I671ÿto4@ÿ@objects
Fq194:ÿ6and 25ÿ:structures.
48G94G81:L
• /0 ><
1ÿ0 @ <
5 > 27 ÿ
40>:ÿ
A1 6B @
While holding this weapon, you have 2=
ÿR @G ÿ0 6M1ÿ6advantage
5M624671ÿ@on2ÿ/> :5@Iÿ^(Insight)
Wisdom rTVSs],_ÿ9checks
019H:ÿI651ÿto4@
made
5discern
>:9182ÿ6aÿ<lie>1ÿ:spoken
B@H12ÿ>in2ÿ6aÿ<language
627G671ÿRyou @GÿGunderstand
2518:4625L.

tu*g-T-.
Awakened
/012ÿthe
When 401ÿA6806II18ÿ8reaches
warhammer 16901:ÿ6an2ÿ6awakened
A6H1215ÿ:state,
4641=ÿ>it4ÿ7gains
6>2:ÿthe
401ÿ?following
@<<@A>27ÿBproperties:
8@B184>1:C
• The weapon's bonus to attack and damage rolls increases to +2.
• You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid
rock.
• When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an
amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn .

Exalted
When the warhammer reaches an exalted state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +3.


• When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit.
• You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake.
• As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once
a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn.

dLash
R`Uÿ_ofeÿfUR[_g`
Shadows

Weapon (whip), artifact (requires attunement)

This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.

Sentience

The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out 07
7to/ÿ1aÿ5range
1,B+ÿ/of3ÿM120
?oÿ3feet.
++7C
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7+:+817*6E1::.ÿ46 7*ÿ6its79ÿ46
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+1>=ÿ1and
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,>+5971,>ÿIA .991:=ÿL/
Abyssal, ;;/,=ÿ1and
Common, ,>ÿK5 1E/,6EC
Draconic.

qQ S`_^RZ]Tr
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mad >ÿYR S]Z]TUÿ,named
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minute. While6:+
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0EE+99C
Exalted
>>676/,1:ÿ85/8+576+9P
When the whip reaches an exalted state, it gains the following additional properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for the weapon's poisons increases to 17.
• The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and
is restrained . It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24
hours.

_LJPÿIof`ÿMthe
Mace aPÿbcLJKÿHN
Black IdU
Crown

E.76ÿf<+h5><+3ÿ
Weapon (mace), artifact (requires attunement)

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ÿ0ofEÿ4black
=.78ÿ>iron
<01and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servantsÿ0ofE
the Nine Hells.

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VLNKpOSOIUÿ0out56ÿto60ÿ.aÿ<range
darkvision .1;+ÿ0ofEÿF120 ]nÿEfeet.
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66.78ÿ.and19ÿ9damage
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• The ./0123ÿ~Summon
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• You have resistance to poison damage while holding this weapon.

Exalted
When the mace reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6.
Fire damage dealt by the mace ignores resistance to fire damage.
• The weapon's Summon Devil feature can also be used to summon a barbed devil .
• You have resistance to fire damage while you hold this weapon.

UVRWXYÿZL
Ruin's [N
Wake

Weapon (spear), artifact (requires attunement)

=*05ÿ:/<8ÿ8;-:/0ÿ-08ÿ6-;I*8ÿ,=5)ÿ-0ÿ̀;6ÿ)C90ÿ5/ÿa;4492)E
This spear is made from the ivory bone of an ancient gold dragon and carved with an Ore hymn to Gruumsh.

Sentience
)ÿ-0ÿe05*<<=:*06*ÿ/Jÿfg@ÿ-ÿ\=28/9ÿ/JÿhD@ÿ-08ÿ-ÿi)-;=29-ÿ/JÿffEÿe5ÿ)-2ÿ)*-;=0:ÿ-08ÿOLM[QRYRjWÿ/45ÿ5/ÿ-
Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a
;range
-0:*ÿ/ofJÿh120
fgÿJfeet.
**5E
(The
)*ÿ,* -./0ÿ6communicates
weapon /9940=6-5*2ÿtelepathically
5*<*.-5)=6-<<Cÿ,= 5)ÿ=its52ÿ,=
with *<8*;ÿ-and
wielder 08ÿ6can
-0ÿ2speak,
.*-7@ÿ;read,
*-8@ÿ-and
08ÿ4understand
08*;25-08ÿk3 C22-<@ÿi/
Abyssal, 99/0@ÿ-and
Common, 08ÿ̀;
Ore. 6E
lN MYjWLSRcm
Personality
kÿ
A2 <-4:)5*;n</I=0:ÿKbalor
slaughter-loving LSjMÿ0named
-9*8ÿTYarrowish
-;;/,=2)ÿ<lives
=I*2ÿ,= 5)=0ÿUV
within RWXYÿZL
Ruin's [NEÿ(The
Wake. )*ÿ,* -./0ÿ8desires
weapon *2=;*2ÿ/only
0<Cÿto5/ÿ8draw
;-,ÿ3blood
<//8ÿ-and
08ÿ.pushes
42)*2ÿ=its52ÿ,=*<8*;ÿto5/ÿ2solve
wielder /<I*ÿ.problems
;/3<*92ÿ,=5)
with
Iviolence.
=/<*06*E

oj MpLWc
Dormant
(The
)*ÿ2spear
.*-;ÿ:grants
;-052ÿthe5)*ÿJfollowing
/<</,=0:ÿ3benefits
*0*B52ÿ=in0ÿ=its52ÿ8dormant
/;9-05ÿ2state:
5-5*q
• TYou/4ÿ6can
-0ÿ2speak,
.*-7@ÿ;read,
*-8@ÿ-and
08ÿ,; =5*ÿk3
write C22-<ÿ-and
Abyssal 08ÿ̀; 6E
Ore.
• TYou/4ÿ:gain
-=0ÿ-a+ÿ>h1ÿ3bonus
/042ÿto5/ÿ-attack
55-67ÿ-and 08ÿ8damage
-9-:*ÿ;rolls/<<2ÿ9- 8*ÿ,=
made 5)ÿthis
with 5)=2ÿ9-magic:=6ÿ,* -./0@ÿ-and
weapon, 08ÿ=it5ÿ8deals
*-<2ÿ-an0ÿ*extra
A5;-ÿh18d8rÿ.piercing
=*;6=0:ÿ8damage
-9-:*ÿto5/ÿ-any0Cÿtarget
5-;:*5ÿ=it5ÿ)hits.
=52E
eImmediately
99*8=-5*<Cÿ-after J5*;ÿyou
C/4ÿ9-make 7*ÿ-aÿ;ranged
-0:*8ÿ-attack
55-67ÿ,= 5)ÿthis
with 5)=2ÿ,* -./0@ÿ=it5ÿsflies
weapon, =*2ÿ3back
-67ÿto5/ÿCyour
/4;ÿ)hand.
-08E
• k2As ÿ
-aÿ;reaction
*-65=/0ÿ,) when*0ÿCyou
/4ÿ-are;*ÿ)hit=5ÿ3byCÿ-aÿ9*<**ÿ-attack,
melee 55-67@ÿyou
C/4ÿ6can
-0ÿ9-
make7*ÿ-aÿ9* <**ÿ-attack
melee 55-67ÿ,= 5)ÿUV
with RWXYÿZL
Ruin's Wake[Nÿ,= 5)ÿ-advantage
with 8I-05-:*ÿ-against
:-=025ÿthe
5)*ÿ-attacker.
55-67*;EÿTYou
/4ÿ6can't-015ÿ4use
2*
5)=2ÿ.property
this ;/.*;5Cÿ-again
:-=0ÿ4until
05=<ÿCyou
/4ÿBfinish
0=2)ÿ-aÿ2short
)/;5ÿ/or;ÿ<long
/0:ÿ;rest.
*25E
tuL [NWNO
Awakened
\)
When*0ÿthe
5)*ÿ2spear
.*-;ÿ;reaches
*-6)*2ÿ-an0ÿ-awakened
,-7*0*8ÿ2state, 5-5*@ÿ=it5ÿ:gains
-=02ÿthe
5)*ÿJfollowing
/<</,=0:ÿ.properties:
;/.*;5=*2q
()*ÿ,*
• The -./012ÿ3bonus
weapon's /042ÿto5/ÿ-attack
55-67ÿ-and
08ÿ8damage
-9-:*ÿ;rolls /<<2ÿ=increases
06;*-2*2ÿto5/ÿ>+2,f@ÿ-and
08ÿthe
5)*ÿ*extra
A5;-ÿ.piercing
=*;6=0:ÿ8damage
-9-:*ÿ8dealt
*-<5ÿ3byCÿthe
5)*ÿ,* -./0ÿ=increases
weapon 06;*-2*2ÿto5/ÿf2d8.
8rE
• \) *0ÿyou
When C/4ÿ)hurl
4;<ÿthe
5)*ÿ2spear
.*-;ÿ-and08ÿ2speak
.*-7ÿ-aÿ6command
/99-08ÿ,/ ;8@ÿ=it5ÿtransforms
word, 5;-02J/;92ÿ=into
05/ÿ-aÿ3bolt
/<5ÿ/ofJÿ<lightning,
=:)50=0:@ÿJforming
/;9=0:ÿ-aÿ<line
=0*ÿv5ÿJfeet
**5ÿ,= 8*ÿthat
wide 5)-5ÿ*extends
A5*082ÿ/out45ÿJfrom
;/9ÿyou
C/4ÿto5/ÿ-a
6creature
;*-54;*ÿCyou
/4ÿ6can
-0ÿ2see
**ÿ,= 5)=0ÿh120
within fgÿJfeet
**5ÿ/ofJÿCyou.
/4EÿwEach
-6)ÿ6creature
;*-54;*ÿ=in0ÿthe
5)*ÿ<line,
=0*@ÿ*excluding
A6<48=0:ÿCyou,
/4@ÿ94 25ÿ9-
must 7*ÿ-aÿHiÿ
make DC h vÿH*
15 A5*;=5Cÿ2saving
Dexterity -I=0:ÿthrow,
5);/,@ÿtaking
5-7=0:ÿr8d68Dÿ<lightning
=:)50=0:
8damage
-9-:*ÿ/on0ÿ-aÿJfailed
-=<*8ÿ2save,
-I*@ÿ/or;ÿ)half
-<Jÿ-as2ÿ94
much 6)ÿ8damage
-9-:*ÿ/on0ÿ-aÿ2successful 0*EÿUV
466*22J4<ÿ/one. RWXYÿZL
Ruin's Wake [Nÿthen
5)*0ÿ;returns
*54;02ÿto5/ÿCyour
/4;ÿ)hand.
-08Eÿ(This
)=2ÿ.property
;/.*;5Cÿ6can't
-015ÿ3be*ÿ4used
2*8ÿ-again
:-=0ÿ4until
05=<
5)*ÿ0next
the *A5ÿ8dawn
-,0E.
xExalted
yLScNO
\)
When*0ÿthe
5)*ÿ2spear
.*-;ÿ;reaches
*-6)*2ÿ-an0ÿ*exalted
A-<5*8ÿ2state,
5-5*@ÿ=it5ÿ:gains
-=02ÿthe
5)*ÿJfollowing
/<</,=0:ÿ.properties:
;/.*;5=*2q
()*ÿ,*
• The -./012ÿ3bonus
weapon's /042ÿto5/ÿ-attack
55-67ÿ-and
08ÿ8damage-9-:*ÿ;rolls/<<2ÿ=increases
06;*-2*2ÿto5/ÿ>+3.?E
• \) =<*ÿ)holding
While /<8=0:ÿthe
5)*ÿ2spear,
.*-;@ÿCyou
/4ÿ6can
-0ÿ<let*5ÿ/out45ÿ-aÿ3battle
-55<*ÿ6cry;Cÿ-as2ÿ-aÿ3bonus
/042ÿ-action
65=/0E.ÿwEach
-6)ÿ6creature
;*-54;*ÿCyou
/4ÿ6choose
)//2*ÿ,= 5)=0ÿ?30gÿJfeet
within **5ÿ/ofJÿyou
C/4ÿ:gains
-=02ÿ-advantage
8I-05-:*ÿ/on0ÿ-attack
55-67ÿ;rolls
/<<2
4until
05=<ÿthe
5)*ÿ2start
5-;5ÿ/ofJÿCyour
/4;ÿ0next
*A5ÿturn.
54;0Eÿ(This
)=2ÿ.property
;/.*;5Cÿ6can't-015ÿ3be*ÿ4used2*8ÿ-again
:-=0ÿ4until
05=<ÿthe
5)*ÿ0next
*A5ÿ8dawn.
-,0E
• \) *0ÿCyou
When /4ÿ;reduce
*846*ÿ-aÿ6creature
;*-54;*ÿto5/ÿg0ÿ)hit=5ÿ.points
/=052ÿ,= 5)ÿ-an0ÿ-attack
with 55-67ÿJfrom
;/9ÿthe
5)*ÿ2spear,
.*-;@ÿyou
C/4ÿ6can
-0ÿ;regain
*:-=0ÿ)hit=5ÿ.points
/=052ÿ*equal
_4-<ÿto5/ÿthe
5)*ÿ8damage
-9-:*ÿCyou/4ÿ8dealt
*-<5ÿ,=5)ÿthe
with 5)*ÿ-attack.
55-67Eÿ(This
)=2
property can't be used again until the next dawn.

Silken Spite
Weapon (rapier), artifact (requires attunement)

The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of
Lolth.

Sentience
Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a
range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.

Personality
A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who
cause the slightest personal offense.

Dormant
The rapier grants the following benefits in its dormant state:

• You can speak, read, and write Abyssal, Elvish, and Undercommon.
• You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60
feet.
• You gain a +l bonus to attack and damage rolls made with this magic weapon.
• You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature.
That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature
is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature
awake.
• While carrying the rapier, you can move up, down, and across verti cal surfaces and upside down along ceilings, while leaving your hands free. You
have a climbing speed equal to your walking speed . Additionally, you can't be caught in webs of any sort and can move through webs as if they were
difficult terrain.

Awakened
When the rapier reaches an awakened state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +2.


• The saving throw DC for the weapon's poison increases to 1 5.
• While holding the rapier, you can use an action to cast one of the following spells from it (save DC 1 5): cloudkil/, darkness, levitate, or web. Once a
spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn .

Exalted
When the rapier reaches an exalted state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +3.


• The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17.
• Magical darkness doesn't impede your darkvision.
• While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is
also in dim light or darkness. This property can't be used again until the next dawn .

The Bloody End

Weapon (morningstar), artifact (requires attunement)

Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.

Sentience
The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a
range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.

Personality
A tyrannical pit fiend named lzeelzee lives within The Bloody End The weapon boisterously pushes its wielder to subjugate others and to never back
down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.

Dormant
The morningstar grants the following benefits in its dormant state:

• You can speak, read, and write Infernal.


• You gain a +l bonus to attack and damage rolls made with this magic weapon.
• While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear.
Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.
• While holding the morningstar, you have advantage on Charisma (Intimidation) checks.

Awakened
When the morningstar reaches an awakened state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +2.


• The saving throw DC for spells cast from the morningstar increases to 15.
• When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice
within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn . This property can't be
=used
57Hÿ6again
C648ÿ=until
894:ÿthe
9A7ÿ8next
7p9ÿHdawn
6;8O.
• GA 78ÿ6aÿDcreature
When M769=M7ÿAhits
495ÿXyou
@=ÿ;4 9Aÿ6aÿI7
with :77ÿ6attack,
melee 996DYFÿyou
X@=ÿDcan
68ÿ=use
57ÿXyour
@=MÿMreaction
76D94@8ÿto9@ÿHdeal
76:ÿJ1Hd6vÿ?psychic
5XDA4DÿHdamage
6I6C7ÿto9@ÿthe
9A7ÿ6attacker.
996DY7MO
1Exalted
wP-[*/
GA 78ÿthe
When 9A7ÿI@ M848C596MÿMreaches
morningstar 76DA75ÿ6an8ÿ7exalted
p6:97Hÿ5state,
9697Fÿ4it9ÿCgains
6485ÿthe
9A7ÿfollowing
<@::@;48Cÿ?properties:
M@?7M9475f
WA7ÿ;7
• The 6?@8b5ÿ̀@
weapon's 8=5ÿto9@ÿ6attack
bonus 996DYÿ6and
8HÿHdamage
6I6C7ÿMrolls
@::5ÿ4increases
8DM76575ÿto9@ÿh+3.kO
• \H
AddHÿ/dominate
.dT2P[*ÿd. 2U[*Qÿto9@ÿthe
monster 9A7ÿ:list
459ÿ@of<ÿ5spells
?7::5ÿthat
9A69ÿDcan 68ÿ̀7
beÿ Dcast
659ÿfrom
<M@Iÿ9the A7ÿI@ M848C596MO
morningstar.
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• The 6>48Cÿthrow
9AM@;ÿjLÿ
DC < @Mÿ5spells
for ?7::5ÿDcast
659ÿ<from
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morningstar, well::ÿ6as5ÿ<for@MÿDcreatures
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>@4Hÿ̀748Cÿfrightened
being nQTu)[*2*/ÿ̀X
byÿ
4it,9Fÿ4increases
8DM76575ÿto9@ÿJ17.xO
• When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of ?
GA 7 8 ÿX@=ÿ=5 7ÿ
X@=Mÿ
M7 6D 94
@ 8ÿ9@ ÿH 7 6 :ÿ? 5XD A 4Dÿ
H 6 I6 C7ÿ
9@ ÿ6ÿ
DM 7 69= M
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6996D YFÿ
9A7ÿ6I@ =89
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8DM76575ÿto9@ÿE2d6.
HvO

Will of the Talon


Weapon (war pick), artifact (requires attunement)

Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the
power of Tiamat.

Sentience

Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a

range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.

Personality

A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its
wielder take decisive action to keep order in high-pressure situations-and to always take a fair share of treasure in return .

Dormant

The war pick grants the following benefits in its dormant state:

• You can speak, read, and write Draconic and Infernal.


• You gain a +l bonus to attack and damage rolls made with this magic weapon.
• As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is
aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn.
• While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table.
Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage
on a failed save, or half as much damage on a successful one.
7Bÿ0)*+,-ÿ,8ÿ*ÿ;+)32k ÿA*<*@)ÿ7a+)
When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn.

Will of the Talon Breath Weapons

Damage Type Area Saving Throw

e3 2A
Acid W5ÿ8ft.7Eÿ02 A)6ÿo30`ÿ8ft.7Eÿ>long
wide, ,-@ÿ>line
2-) b)t7)127a
Dexterity

X, >A
Cold U15Wÿft.87Eÿ3cone
,-) X,-;727:72,-
Constitution

rFire
21) U15Wÿft.87Eÿ3cone
,-) b)t7)127a
Dexterity

Lightning W5ÿ8ft.7Eÿ02 A)6ÿo30`ÿ8ft.7Eÿ>long


wide, ,-@ÿ>line
2-) b)t7)127a
Dexterity

Poison U15Wÿft.87Eÿ3cone
,-) X,-;727:72,-
Constitution

Awakened

6ÿ27ÿ@*2-;ÿ7B)ÿ8,>>,02-@
When the war pick reaches an awakened state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +2.


• The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much
damage on a successful one.
• The saving throw DC for the war pick's Frightful Presence property increases to 15.
• While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage.

Exalted

When the war pick reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much
damage on a successful one.
• The saving throw DC for the war pick's Frightful Presence property increases to 17.

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