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D&D - 5.0 - KP - Vault of Magic [KOB 9245]-4
D&D - 5.0 - KP - Vault of Magic [KOB 9245]-4
D&D - 5.0 - KP - Vault of Magic [KOB 9245]-4
MATCHED BLADES OF
THE ETERNAL FEUDALISTS
This matched set of dueling swords exude wealth and expert
craftsmanship. Songbirds decorate the blade of one sword,
while a rising sun gleams on the blade of the other.
Over two centuries ago, two young, wealthy
aristocrats agreed to a duel over a matter so trivial,
it has long since been forgotten. The two men, Sir
Clive Dumfry and Lord Ivor Arron, had vast wealth
and properties, but both fancied themselves the
finest duelist in the world. When they fought, it was
as celebrities.
However, so perfectly matched were they that
their duel ended in a draw. Then a rematch. And
re-rematch. And so it continued for decades, until
210 each man’s skill and senses began to fail. At that
Matched Blades (Requires Attunement). You must
have both Clive’s cacophony and Ivor’s illumination
to attune to the weapons. You attune to the two
swords as if they were one item. As your level
increases, you gain the following benefits while
wielding theses swords.
5th level. When you roll a 20 on an attack roll
made with either weapon, the target is deafened
(Clive’s cacophony) or blinded (Ivor’s illumination) for
1 minute. A blinded or deafened creature can
make a Constitution saving throw (DC equal
to 8 + your proficiency bonus + your Charisma
modifier) at the end of each of its turns,
ending the condition on itself on a success.
In addition, you have advantage on saving
throws against being blinded or deafened.
9th level. The extra thunder and
radiant damage you deal with each sword
increases to 2d6.
13th level. When you roll a 20 on an
attack roll made with either weapon, each
creature within 10 feet of the target is also deafened
(Clive’s cacophony) or blinded (Ivor’s illumination) for
1 minute. A blinded or deafened creature can make
a Constitution saving throw (DC equal to 8 + your
proficiency bonus + your Charisma modifier) at the Ruatha rushed through the forest, shouting for
end of each of its turns, ending the condition on itself the animals to run toward the safety of the stream.
on a success. In addition, you have immunity to the Ruatha could hear the deep, rumbling voice of Oak
blinded and deafened conditions. Heart in the distance, rousing the trees of the forest.
17th level. When you hit a target with either Through the confusion and smoke, panicked forest
weapon, the target must succeed on a Constitution animals ran from the flames, and trees lumbered past
saving throw (DC equal to 8 + your proficiency Ruatha. After what seemed a lifetime, the singed and
bonus + your Charisma modifier) or be deafened soot-covered druid finally dropped to his knees on
(Clive’s cacophony) or blinded (Ivor’s illumination) for 1 the far side of the stream. Glancing around quickly,
minute. In addition, when you roll a 20 on an attack the exhausted druid was relieved to see that most of
roll made with either weapon against a target that the forest animals had made it to safety, as had many
One by one, however, they were slaughtered—the you can use an action to speak the command word
odds against them were simply too great. and cause your flesh to become stony and craggy. This
True to his word, Ukani-sago raised Emperor Shin’s effect works like the stoneskin spell, except you don’t
head high upon his spear and roared in triumph. have to maintain concentration, and it lasts 1 hour.
The bodies of the slain warrior-monks were The effect ends early if you remove the armor or if
stripped of their sacred mountain armor. Most of the you use an action to speak the command word again.
armor was destroyed, but a few suits were carried Once used, the armor can’t be used in this way again
off as war prizes. Some say Ukani-sago even claimed until the next dawn.
the most powerful set of sacred mountain armor for 13th level. You now gain a +2 bonus to AC, instead
himself… of +1. In addition, you have resistance to nonmagical
bludgeoning, piercing, and slashing damage when in
Sacred Mountain Armor
rocky or mountainous terrain.
Armor (scale mail), fabled (5th-level and higher properties 17th level. You now gain a +3 bonus to AC, instead
require attunement) of +2. In addition, you can use an action to make
While wearing this armor, you have advantage yourself immune to nonmagical bludgeoning,
on Wisdom (Survival) checks when in rocky or piercing, and slashing damage for 10 minutes or
mountainous terrain. until you are no longer wearing this armor. For
Mountain’s Blessing (Requires Attunement). As the duration, you can’t be moved against your will
your level increases, you gain the following benefits in rocky or mountainous terrain. Once used, this
while wearing this armor. property can’t be used again until the next dawn.
214
SCORPION STING SCIMITAR for 1 minute or until an attack using this scimitar
hits a creature. That creature must succeed on a
This scimitar has a gleaming blade of remarkable Constitution saving throw (DC equal to 8 + your
workmanship. The pommel is set with a large ruby. proficiency bonus + your Dexterity modifier) or
Long ago, in a far-off desert kingdom, the Scorpion take 2d4 poison damage. The scimitar regains all
Padishah ruled from a gleaming city near a vast expended charges daily at dawn.
oasis. The Padishah commanded a small but loyal 9th level. You gain a +1 bonus to attack and damage
army, dedicated to protecting the city from raiders rolls with this magic weapon, and the scimitar now
and nomads who roamed the surrounding desert. has 5 charges, instead of 3. In addition, poison created
Leading this army were elite warriors known as the by this scimitar ignores resistance to poison damage.
Seven Scorpions. Each of these warriors was said to 13th level. You gain a +2 bonus to attack and
be the equal of ten normal men, and each was sworn damage rolls with this scimitar, instead of +1. In
to protect the city and the Padishah with their lives. addition, when you deal poison damage to a creature,
Each of the Seven Scorpions carried a golden you can make one attack with this scimitar against
scimitar. These mystical swords were said to have that creature as a bonus action.
been forged by genies many centuries ago and could 17th level. You gain a +3 bonus to attack and
cleave through solid rock. damage rolls with this scimitar, instead of +2. In
Possessing a scorpion sting scimitar was the highest addition, you can expend 2 charges as an action to
accolade one could receive within the desert create one dose of any contact or injury poison. The
kingdoms. If a scorpion warrior fell in battle, one of poison can coat the blade for 1 minute or be collected
their fellows was honor‑bound to recover the fallen in a vial (your choice). If collected in a vial, the poison
warrior’s scimitar and return it to the Padishah. The lasts for 8 hours or until used to coat a blade.
Padishah would then bestow it on a worthy successor.
Eventually, the Padishah’s city was claimed by SOVEREIGN’S SCEPTER
the sands of time, and it is unknown what became
of the seven scorpion sting scimitars. One is thought This golden scepter is topped by an impressive lion’s head
to currently be in the possession of a wicked desert with ruby eyes.
sultan; another is rumored to be part of an Owain was a great king who viewed his role as
Efreeti’s personal hoard. At least two of the Protector of the Realm as a sacred pact between
scimitars are thought to have been destroyed himself and his people. King Owain, often called
long ago. As for the whereabouts of the The Lion, personified all the qualities desired in a
others, none can say with certainty. sovereign. He was intelligent and wise, good and
kind, strong and just.
Scorpion Sting Scimitar
Owain went to great lengths to ensure the safety,
Weapon (scimitar), fabled (5th-level and higher
prosperity, and well-being of his people. He believed
properties require attunement)
all people, regardless of their station in life, deserved
that allows other creatures to read your thoughts That very night, the gnome successfully burglarized
or determine whether you are lying, and creatures the royal treasury vaults of Orpesh. Over the next
can telepathically communicate with you only if you few months, he committed many more crimes, each
allow it. seemingly more extravagant and daring than the
9th level. You gain a +1 bonus to AC, and you last—heists that would live on in legend and song.
stabilize whenever you are dying at the start of your Teegum stole the crown jewels of Ipn-tha; he replaced
turn. In addition, you can use an action to press the golden eggs of the Holy Eagle of Bol with exact
one of the ruby eye buttons on the scepter’s lion replicas then sold the originals for a fabulous sum; he
head. For 1 minute, you know the direction of the strolled undetected into a secret meeting of the great
nearest creature hostile to you within 60 feet, but banking consortium of Dalthoon and left with the
not its distance from you. You can sense the presence contents of each member’s coin purse. No trap could
of hostile creatures that are ethereal, invisible, stop him! Before long, he was fabulously wealthy and
disguised, or hidden as well as those in plain sight. had earned quite a reputation.
The scepter’s lion head has two ruby eye buttons. Unfortunately, there was one important lesson
Once pressed, a ruby eye button becomes inactive and Teegum, like many criminals, con men, and tricksters
can’t be pressed again until the next dawn or until you needed to learn the hard way. Luck is a two-way
recharge it with the scepter’s 13th level feature. street and the gods of deceit also play tricks on their
13th level. You now gain a +2 bonus to AC, instead worshippers. It was a lesson the gnome learned late
of +1. When a creature you can see within 60 feet of one rainy, ale-soaked night at the point of a poisoned
you casts a spell that targets only you, you can use a dagger. Grasping frantically at the burning wound
216
UTHARIEL’S DIADEM
This beautiful and exquisitely jeweled headband is wrought
from delicately interwoven strands of gold and silver.
Uthariel ascended to the throne on her nineteenth
birthday, after the sudden death of her father, the king.
Because of her age, Uthariel feared there would be
those who wished to take her power from her. She
knew she would need to use all of her assets and skills
to ensure she remained in power. Uthariel’s greatest
assets were her great cunning and charm, and she
used these to orchestrate alliances, eliminate rivals,
and ensure outcomes that benefited her and her
crown. Yet, with each new alliance or conquest, the
young queen grew more uneasy. She was convinced
an assassin or plot to dethrone her lay around every
corner, and she prayed to the gods in hopes they
might keep her safe. In response, they enchanted her
royal diadem with great protective powers. Uthariel
rejoiced, feeling suddenly invincible.
One evening during a formal dinner, the Queen
learned a new lady-in-waiting had joined her court.
in his gut, the last thing Teegum saw before his eyes Uthariel was enchanted by the girl’s beauty and
closed forever was a dagger-wielding thief pulling off immediately set about charming her.
his magic boots and running into the dreary night. Later that night, as the two retired to a private
room, the young girl innocently remarked at the
Trickster’s Boots delicate beauty of Uthariel’s diadem.
Wondrous item, fabled (5th-level and higher properties The queen studied the young woman intently, but
require attunement) she could find no hint of deception or ill will. She then
While you wear these boots, your steps make no allowed the lady-in-waiting to try on the diadem.
sound, regardless of the surface you are moving As the two embraced, the lady-in-waiting
across. stealthily flicked at the ring she wore, revealing a tiny
Trickster’s Boon (Requires Attunement). As your needle, which she quickly pricked into the back of
level increases, you gain the following benefits while Uthariel’s neck.
you wear these boots. Uthariel gasped. Her legs grew weak, and she fell
5th level. You have advantage on Dexterity to the floor, twitching as the poison quickly coursed
Vrithmytrix’s Bane
Armor (scale mail), fabled (5th-level and higher properties
used, the diadem can’t be used in this way again until require attunement)
the next dawn.
9th level. You gain a +1 bonus to AC and saving While wearing this armor, you can use an action to
throws. In addition, you can use an action to cast the cast the acid splash spell (save DC 15) from it at will.
detect thoughts (DC equal to 8 + your proficiency bonus Draconic Might (Requires Attunement). As your
+ your Intelligence modifier) from it at will. level increases, you gain the following benefits while
13th level. You now gain a +2 bonus to AC and wearing this armor.
saving throws, instead of +1. In addition, you have 5th level. You can breathe air and water, and you
truesight out to a range of 15 feet. have resistance to acid damage.
17th level. You now gain a +3 bonus to AC and 9th level. You gain a +1 bonus to AC. When you
saving throws, instead of +2. In addition, you can use hit a dragon with any melee weapon, the dragon
an action to cast the foresight spell from the diadem. takes an extra 2d6 damage of the weapon’s type. For
Once used, the diadem can’t be used in this way again the purpose of this property, “dragon” refers to any
until the next dawn. creature with the dragon type, including drakes and
wyverns.
13th level. You now gain a +2 bonus to AC, instead
VRITHMYTRIX’S BANE of +1, and you have advantage on saving throws
This exquisite suit of armor is crafted from perfectly against the Frightful Presence and breath weapons of
overlapping black dragon scales carefully fastened to thick, dragons. In addition, you can sprout a pair of black
black dragon hide.
Vrithmytrix the black dragon inhabited a vast,
stinking swamp. Many tried to slay the dragon, but
Vrithmytrix was simply too powerful and too clever.
The black dragon’s luck changed one fog-
shrouded morning when Osland the Dragonslayer
entered the swamp. Osland had already killed two
Fabled Magic Items
only the leaders, but the entire pack. frightened in this way, a creature must spend its turns
When the bloodbath was over, few of the trying to move as far away from you as it can, and it
werewolves remained alive. The victorious werewolf can't willingly move to a space within 30 feet of you.
leader bathed his wolf ’s howl ring in the blood of his It also can't take reactions. For its action, it can use
enemy, and the only the Dash action or try to escape from an effect
ring absorbed that prevents it from moving. If it has nowhere it
the creature’s can move, the creature can use the Dodge action. At
dying essence the end of each of its turns, a creature can repeat the
into itself. The saving throw, ending the effect on itself on a success.
Once used, the ring can’t be used in this way again
until the next dawn.
17th level. You can now use the 5th level property
of this ring to transform into an arctic dire wolf,
instead of a dire wolf. This effect works exactly like
that property, except you don’t have to maintain
concentration on the spell, and it lasts for a number
of hours equal to half your level. An arctic dire wolf
has the statistics of a winter wolf, except it is a beast,
not a monstrosity, and it doesn’t know the Giant or
Winter Wolf languages.
220
This appendix contains tables for randomly Magic items marked with an asterisk (*) can be
distributing magic items to your characters. They found in the System Reference Document 5.1 and are
assume you want to include magic items in a trove of included in the tables in this appendix to provide a
treasure guarded by a creature, in an NPC’s private more comprehensive set of magic items tables.
collection, or inside a deadly trap, and they are Each magic item not marked with an asterisk is
designed to help you determine how many magic marked with an indicator of where it can be found
items might be in that trove. The tables don’t include in this book: “A” for Armor and Weapons (see page
guidance on mundane treasure such as gemstones and 11), “P” for Potions and Scrolls (see page 47), “C” for
gold. Use the Treasure Trove by CR tables to decide Specialty Consumables (see page 60), “R” for Rings,
how many times to roll on a table for the challenge the Rods, Staves, and Wands (see page 71), and “W” for
characters faced in acquiring the treasure. Wondrous Items (see page 104). Fabled items aren’t
included in the tables in this appendix.
TREASURE TROVE BY CR: 0–6
d100 CR 0–3 CR 4–6
1–20 Roll once on Magic Items Table 1 Roll 1d4 times on Magic Items Table 4
21–40 Roll twice on Magic Items Table 1 Roll 1d4 times on Magic Items Table 5
41–60 Roll 1d4 times on Magic Items Table 1 Roll 1d4 times on Magic Items Table 6
61–70 Roll once on Magic Items Table 2 Roll 1d4 times on Magic Items Table 7
71–80 Roll twice on Magic Items Table 2 Roll 1d4 times on Magic Items Table 8
81–85 Roll 1d4 times on Magic Items Table 2 Roll 1d4 times on Magic Items Table 9
86–90 Roll once on Magic Items Table 1 and once on Roll 1d4 times on Magic Items Table 10
Magic Items Table 2
91–94 Roll twice on Magic Items Table 1 and twice on Roll once on Magic Items Table 9 and once on Magic
Magic Items Table 2 Items Table 10
95–97 Roll once on Magic Items Table 3 Roll once on Magic Items Table 11
98–00 Roll twice on Magic Items Table 3 Roll twice on Magic Items Table 11
96 Exanguinating blade A
81–82 Entrenching mattockA
97 Captain’s flag W
83–84 Ring of the frost knightR
98 Staff of binding R
85–86 Hangman’s nooseW
99 Ring of spell negation (red)R 87–88 Scourge of devotionA
00 Teapot of soothing W
89–90 Bracers of defense*
91–92 Wand of vaporsR
MAGIC ITEMS TABLE 15 93–94 Talking torchesW
d100 Magic Item 95 Feysworn contractR
01–10 Catalyst oilP 96 Meteoric plateA
11–12 Horn of Valhalla (brass)* 97 Ivy crown of prophecyW
13–14 Ring of imperious commandR 98 Sun blade*
15–16 Armor of the ngobou A
99 Boots of the swift strikerW
17–18 Potion of gaseous form* 00 Spyglass of summoningW
19–20 Kobold firework: snake fountain W
©2020 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
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©2021 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
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©2021 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
OPEN GAME LICENSE Version 1.0a Demon Cults & Secret Societies for 5th Edition © 2017 Open Design LLC; Authors: Jeff Lee, Mike
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Welham
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall
be reformed only to the extent necessary to make it enforceable. Warlock 22: Druids © 2020 Open Design LLC; Authors: Wolfgang Baur, Jerry LeNeave, Ashley
Warren, and Mike Welham
15. COPYRIGHT NOTICE
Warlock 23: Bearfolk © 2020 Open Design LLC; Authors: Celeste Conowitch, Sarah Madsen, and
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. Mike Welham
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Warlock 24: Weird Fantasy © 2021 Open Design LLC; Authors: Jeff Lee and Mike Shea
Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Warlock 25: Dungeons © 2021 Open Design LLC; Authors: Christopher Lockey, Kelly Pawlik, and
Gary Gygax and Dave Arneson. Steve Winter
A Leeward Shore © 2018 Open Design LLC; Author: Mike Welham Warlock Guide to the Planes © 2021 Open Design LLC; Authors: Wolfgang Baur and Brian Suskind
Bastion of Rime and Salt © 2018 Open Design LLC; Author: Jon Sawatsky Warlock Guide to the Shadow Realms © 2019 Open Design LLC; Author: Kelly Pawlik
Birds of a Feather © 2019 Open Design LLC; Author: Kelly Pawlik Warlock Grimoire © 2019 Open Design LLC; Authors: Wolfgang Baur, Lysa Chen, Dan Dillon,
Richard Green, Jeff Grubb, James J. Haeck, Chris Harris, Jeremy Hochhalter, Brandon Hodge,
Book of Lairs for 5th Edition © 2016 Open Design LLC; Authors: Robert Adducci, Wolfgang Baur, Sarah Madsen, Ben McFarland, Shawn Merwin, Kelly Pawlik, Richard Pett, Hannah Rose, Jon
Enrique Bertran, Brian Engard, Jeff Grubb, James J. Haeck, Shawn Merwin, Marc Radle, Jon Sawatsky, Brian Suskind, Troy E. Taylor, Steve Winter, and Peter von Bleichert
Sawatsky, Mike Shea, Mike Welham, and Steve Winter
Warlock Grimoire 2 © 2020 Open Design LLC; Authors: Wolfgang Baur, Celeste Conowitch,
Casting the Longest Shadow © 2020 Open Design LLC; Author: Benjamin L. Eastman David “Zeb” Cook, Dan Dillon, Robert Fairbanks, Scott Gable, Richard Green, Victoria Jaczko,
Creature Codex © 2018 Open Design LLC; Authors: Wolfgang Baur, Dan Dillon, Richard Green, TK Johnson, Christopher Lockey, Sarah Madsen, Greg Marks, Ben McFarland, Kelly Pawlik, Lysa
James J. Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Christopher Lockey, Shawn Penrose, Richard Pett, Marc Radle, Hannah Rose, Jon Sawatsky, Robert Schwalb, Brian Suskind,
Merwin, and Jon Sawatsky Ashley Warren, and Mike Welham
Death of a Mage © 2020 Open Design LLC; Author: RP Davis Wrath of the Bramble King © 2018 Open Design LLC; Author: Mike Welham
Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Wrath of the River King © 2017 Open Design LLC; Authors: Wolfgang Baur and Robert Fairbanks
Lee Zobeck Gazetteer for 5th Edition © 2018 Open Design LLC; Authors: James J. Haeck
Deep Magic: Elemental Magic © 2017 Open Design LLC; Author: Dan Dillon Vault of Magic © 2021 Open Design LLC; Authors: Phillip Larwood, Jeff Lee,
Deep Magic: Hieroglyphic Magic © 2018 Open Design LLC; Author: Michael Ohl and Christopher Lockey
ManiFest the
M aRve lous !
The wizard peered through the hole in the wall and into the darkness of the
ancient vault beyond. She murmured a few arcane words, searching for any
telltale magical auras. Then she gasped.
“What is it?” the warrior demanded. “What do you see?”
“Something . . . wondrous!”
Inside Vault of Magic, you’ll find a vast treasure trove of enchanted
items of every imaginable use—more than 950 in all! The heaps of
armors, weapons, potions, rings, and wands are just for starters.
From mirrors to masks, edibles to earrings, and lanterns to lockets,
it’s all here, ready for your 5th Edition game.
This 240-page volume includes:
• More than 25 unique items designed by special guests,
including Luke Gygax, Patrick Rothfuss, Gail Simone,
and Deborah Ann Woll
• Fabled items that grow in power as characters rise in levels
• New item themes, such as monster-inspired, clockwork,
and apprentice wizards
• Item sets that power up if worn together
• Hundreds of full-color illustrations
• Complete treasure-generation tables sorted by rarity
Amaze and delight your players and spice up your 5th Edition
campaign with fresh, new enchanted items from Vault of Magic.
It’ll turn that next treasure hoard into something . . . wondrous!
$49.99
ISBN: 978-1-950789-24-5
PO Box 2811 KOB 9245
Kirkland WA 98083 Printed in China