
Amulets
Amulet of Castigation. This amulet only works when attuned to a cleric. It increases a clerics castigation dice by one and the maximum number of castigations a cleric can perform by one.
Amulet of Clemency. This amulet automatically stabilizes its wearer if they are dealt a blow that reduces them to 0 health or less. The wearer is covered by a very convincing illusion of death, which remains in place until they move or receive healing.
Amulet of Friendship. These amulets are constructed in networks of 2-9. A creature cannot attune to one without the consent of every other holder in the network. Bearers can communicate with one another up to 10 kilometers away at will, as though using the whisper cantrip. Once per day, a wearer can also transfer 10 points of personal health to another wearer within the network as a reaction across any distance. This ability recharges at dawn.
Amulet of Gnosis. This amulet increases the mana pool of its wearer. These amulets vary in maximum capacity from 5 to 25 points.
Amulet of Lanterns. The bearer of this amulet can manifest a sphere of magical light above their hand as an action. This sphere is 2 feet in diameter and radiates light as the light cantrip. Spheres may also be commanded to hover in place, float alongside, or orbit the wearer at a distance of up to 5 feet. If a sphere is touched by any creature not authorized by the wearer, it vanishes and inflicts 1d12 radiant damage. If desired, the wearer can throw an orb up to 60 feet as a ranged finesse weapon. The amulet can have up to three orbs of light in existence at a time. The orbs have no set duration, but if the amulet is ever taken off all orbs, it was used to create vanish. Lantern orbs are typically used for illumination or as traps in narrow spaces where passing creatures risk touching them.
Amulet of Lifelink. These amulets always come in a matched pair. A creature cannot attune to one without consent from the wearer of its counterpart. While worn, any damage sustained by either wearer is split in half and divided between both wearers equally. If the damage is of a type one wearer is resistant or immune to, these qualities still offer protection against that wearers share of the damage. This feature works as long as both wearers are within 1 kilometer.
Amulet of Planes. The bearer of this amulet can use an action to designate a location they are familiar with on another plane of existence and make an arcana check with variable difficulty. If successful, the wearer and up to 7 willing creatures within 20 feet are transported to the desired location. If unsuccessful, the wearer and every creature and object within 20 feet travel to a random location somewhere in the cosmos.
Amulet of Stars. The wearer of this amulet can use an action to cast fusillade at the lowest level of ability. If they are a spell caster, they also gain the ability to cast fusillade with their mana pool.
Amulet of Telepathy. The wearer of this amulet gains the telepathy ability to a range of 100 feet.
Amulet of Translation. The wearer gains the benefits of a tongues spell, and the ability to speak the language of any creature they are addressing.
Amulet of Warding. This amulet confers a pool of temporary health on the wearer which renews at sunrise each day. These amulets vary in maximum capacity from 10 to 50 points.

Boots
Boots of the Cat. The wearer of these boots has doubled jump distance and takes no damage from falls of 30 feet or less. The wearer also gains resistance to damage from falls beyond this distance.
Boots of the Duelist. The wearer of these boots gains +2 defense if unarmored and unshielded.
Boots of the Fox. The wearer of these boots is scentless, leaves no tracks, and their steps make no sound.
Boots of the Hare. These boots enhance the wearers foot speed by +10.
Boots of the Horsefly. When struck by a melee or missile attack the wearer of these boots can use a reaction to move up to 10 feet without provoking attacks of opportunity.
Boots of the Mountain. The wearer of these boots cannot be knocked down against their will.
Boots of the Mule. These boots grant perfect balance on any surface, no matter how narrow or slippery. The wearers kick strength is also enhanced, and such attacks deal +2 damage.
Boots of the Peacock. The wearer of these boots looks very jaunty and dynamic, gaining +2 to perform and diplomacy checks.
Boots of the Spider. The wearer of these boots can move along walls and ceilings like level ground.
Boots of the Wasp. These boots allow their wearer to fly up to double their foot speed one round per minute. The wearer must begin and end the round on a stable surface, or they fall.
Boots of Waterwalking. These boots grant the benefits of the waterwalk spell, including the ability to walk on ice and snow without leaving tracks or suffering difficult terrain.

Cloaks
Cloak of Butterflies. The wearer of this cloak does not provoke attacks of opportunity.
Cloak of Chameleons. The wearer of this cloak gets advantage on stealth rolls.
Cloak of Displacement. Missile attacks against the wearer of this cloak suffer disadvantage.
Cloak of Feathers. The wearer gains the benefits of the glide cantrip and/or the feather spell.
Cloak of Flames. Creatures striking the wearer in melee take 1d8 fire damage.
Cloak of Glamour. This cloak can transform into any outfit the wearer wishes as a bonus action.
Cloak of Invisibility. The wearer of this cloak can go invisible 10 minutes a day, in 1 minute increments.
Cloak of Mists. The wearer of this cloak can enter cloudform 10 minutes a day, in 1 minute increments.
Cloak of Rayfish. The wearer of this cloak gains water breathing and a swim speed of 20 km/hr.
Cloak of Reflection. Missile weapons that miss the wearer of this cloak rebound on their shooters.
Cloak of Shadows. This cloak grants +10 speed and +2 stealth and initiative in dim light or darkness.
Cloak of Terror. The wearer of this cloak is immune to supernatural fear and gains +2 to intimidate.

Rings
Ring of Animalism. This ring grants an attuned wearer the ability to speak with animals and use survival as a social skill to influence them.
Ring of Armoring. This ring grants an attuned wearer the ability to manifest or dismiss a suit of +1 armor of any type they are proficient in on their body as a bonus action. The armor can have any cosmetic appearance the wearer desires, including spikes.
Ring of Barbs. This ring deals 1d6 psychic damage to any creature that successfully strikes and damages its attuned wearer with a melee or missile attack.
Ring of Beasts. Every ring of this type is enchanted to allow an attuned wearer to assume the form(s) of 1-3 specific animals as a bonus action. This ability is identical to the druidic ability wildshape.
Ring of Blinking. This ring allows an attuned wearer to cast the blink spell at will.
Ring of Crushing. This ring increases an attuned wearer's unarmed striking damage by +1d6 points.
Ring of Elements (Air). This ring grants an attuned wearer lightning resistance and the ability to survive without air. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: feather (1), gale (2), and lightning (3).
Ring of Elements (Earth). This ring grants an attuned wearer acid resistance. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: shield (1), spikes (2), and boulder (3).
Ring of Elements (Fire). This ring grants an attuned wearer fire resistance. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: backfire (1), warmth (2), and fireball (3).
Ring of Elements (Water). This ring grants an attuned wearer cold resistance and the ability to breathe water. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: torrent (1), fogbank (2), and waterwalk (3).
Ring of Enhancement. Each ring of this type is designed to amplify one statistic while attuned. The statistic becomes 19 unless the creature’s natural statistic is higher.
Ring of Freedom. This ring grants an attuned wearer immunity to effects that would paralyze or restrict their movement. This includes difficult terrain, grappling, binding with ropes or manacles, and movement through water, undergrowth, or similar mediums. It has no effect on doors, walls, or similar structural obstacles.
Ring of Girding. This ring allows an attuned wearer to manifest or dismiss any combination of a +1 suit of armor, a +1 shield, and a +1 melee or missile weapon of their choice as a reaction. These items can be of any sort the wearer is proficient with, and their cosmetic appearance is determined by the wearer. If a missile weapon is chosen, it creates its own ammunition.
Ring of Gnosis. This ring glows and hums if the hand wearing it touches an enchanted item. If attuned it increases the maximum spell energy of its wearer by 2 points per character level.
Ring of Jumping. This ring increases the maximum jumping distance of its wearer by 5 feet. If attuned it triples the maximum jumping distance of the wearer and reduces falling damage by 30 feet to a minimum of 0.
Ring of Minotaurs. This ring doubles the maximum volume of its wearer’s voice. If attuned it also grants its wearer the ability to dash as a bonus action and the ability to grow horns from their head as a reaction. These horns can be used to make unarmed attacks with a base damage of 1d10+MIGHT. They can look like anything the wearer wishes, and while extruded the wearer’s skull hardens to grant the benefits of wearing a helmet. If the wearer makes a charge attack with the horns, their foot speed increases by 20 and they deal +4 damage.
Ring of Protection. This ring cloaks its wearer's head in an intangible field of force, granting the benefits of wearing a helmet and gorget. If attuned it grants the wearer a +1 bonus to defense, soak, and saving throws.
Ring of Reflection. This ring grants an attuned wearer advantage on saves against spells. If the wearer rolls a natural 20 on a save against a spell that specifically targets them (not area of effect spells), the spell is reflected back on its caster.
Ring of Regeneration. This ring doubles its wearer's natural healing rate. If attuned it allows the wearer to regain 6 points of lost health every hour in which no combat occurs. It regenerates lost soft tissue (including organs, eyes, tongue, etc) if worn and attuned during a full rest, but it cannot regenerate bone. If the wearer is reduced to 0 health, they automatically stabilize without need for medical attention.
Ring of Resistance. This ring grants an attuned wearer resistance to one form of damage.
Ring of Shielding. This ring allows its wearer to manifest or dismiss a shield of force on their arm as a reaction. This shield has no weight, and the wearer can choose the type (buckler/medium/door) and the appearance (transparent/opaque). In all other respects, it acts as a +1 shield.
Ring of Warmth. This ring grants its wearer total protection from the negative effects of non-magical cold, including water. If attuned it grants its wearer cold resistance and the ability to radiate heat up to the temperature of a campfire at will, though this heat cannot deal damage.
Ring of Waterwalking. This ring grants its wearer the effects of waterwalk at will.

Staves
A magical staff is an arcane focus with three features. First, it increases its users mana pool by a set number of points (usually 20). Second, it grants a passive supernatural benefit or allows its user to cast a certain spell at will. Third, it allows its owner to cast a set list of spells as though he or she had them prepared.
Staff of Abjuration. This staff grants a +2 bonus on saves. It can cast the spells shield, adaptation, dispel, and banishment.
Staff of Conjuration. This staff allows its bearer to cast servant at will. It can cast the spells blink, steed, shelter, and carriage.
Staff of Divination. This staff allows its bearer to cast aurasight at will. It can cast identify, dowsing, clairvoyance, and telesthesia.
Staff of Enchantment. This staff grants advantage on will saves. It can cast charm, suggestion, paranoia, and amnesia.
Staff of Evocation. This staff grants advantage on reflex saves. It can cast fusillade, shockwave, fireball, and blizzard.
Staff of Illusion. This staff allows its bearer to cast disguise at will. It can cast phantasm, invisibility, borealis, and mislead.
Staff of Necromancy. This staff grants its bearer necrotic resistance. It can cast obtenebration, undeath, vampirism, and blight.
Staff of Transmutation. This staff grants advantage on fortitude saves. It can cast feather, resizing, haste, and polymorph.
Staff of Abetment. This staff grants a +2 bonus to subterfuge rolls. It can cast informance, magelock, sending, tongues, and lifeweb.
Staff of Skies. This staff allows its bearer to cast feather at will. It can cast torrent, gale, cloudform, lightning, and blizzard.
Staff of Striking. This +3 staff has a retractable blade of variable length, allowing it to be used as a quarterstaff, spear, or glaive. When striking an opponent it deals an additional 1d6 force damage. An attuned wielder can burn up to 2 charges, and each charge deals an additional 1d6 force damage.
Staff of Hinterlands. This +2 staff grants a +2 bonus to survival rolls. It can cast entangle, barkskin, spikes, and overgrowth.

Wands
A magical wand is an arcane focus with three features. First, it increases its users' mana pool by a set number of points (usually 10). Second, it grants a passive supernatural benefit or allows its user to cast a cantrip as will. Third, it allows its owner to cast a set list of spells as though he or she had them prepared.
Wand of Arming. This wand can be used to attack with arete in melee or to a range of 100 feet. It deals d12+Arete force damage. It can cast magemail, anathema, and ammunition.
Wand of Authority. This wand grants +2 to diplomacy. It can cast command, truthsayer, and sending.
Wand of Binding. This wand's bearer ignores difficult terrain. It can cast entangle, paralyze, and slow.
Wand of Flames. This wand grants fire resistance. It can cast drakefire, warmth, and fireball.
Wand of Illusions. This wand becomes invisible at will. It can cast phantasm, invisibility, and borealis.
Wand of Incursion. This wand increases speed by 10. It can cast blink, knock, and cloudform.
Wand of Lanterns. This wand grants darkvision. It can cast faefire, beckon, and daylight.
Wand of Protection. This wand grants +1 to saves. It can cast apotropaism, adaptation, and occultation.
Wand of Security. This wand grants +3 alertness. It can cast alarm, pockets, and shelter.
Wand of Shielding. This wand grants +2 defense. It can cast shield, aid, and shelter.
Wand of Smiting. This wand adds +1 to Arete. It can cast scythe, smite, and boulder.
Wand of Storms. This wand grants electric resistance. It can cast arcblast, shockwave, and lightning.
Wand of Utility. This wand grants +1 to Arete. It casts translation, servant, and sending.
Wand of Winter. This wand grants cold resistance. It can cast freeze, fogbank, and blizzard.
Weird Stuff
Bird Whistle. This whistle can be blown to communicate basic ideas and concepts to any sort of feathered avian creature, including monsters with bird-like characteristics. The whistle does not grant its bearer magical control over such creatures, however. Unintelligent birds will react to simple concepts impulsively. If the wielder is proficient with wind instruments they can use the performance or tool (instrument) skills to influence avians.
Prison Pendant. This 2-inch pendant is shaped like a tiny smooth birdcage. Once per day the wielder can target a single incapacitated creature within 10 feet and cause it to shrink to a height of 1 inch and become imprisoned inside the pendant. Light and sound can pass freely through the cage, but the imprisoned creature does not require breath or sustenance. The creature does not age and becomes immune to all damage and harmful effects. If the cage door is opened, the imprisoned target returns to normal size and appears 5 feet from it in a spot of their choosing. The pendant cannot imprison more than one creature at a time, and the power of the pendant renews at dawn.
Spellshard, Grimoire. If embedded in a willing arcane spell caster’s body using a 1-hour ritual and the correct command word, this marble-sized jewel acts as a spell book capable of holding the knowledge of up to 100 arcane spells of any level. If attuned it also grants its owner +2 arcana and the ability to prepare 2 additional arcane spells. To peruse the spells inside the jewel, the owner must sleep or meditate while it is embedded. Regardless of whether or not it is attuned, no more than one grimoire spellshard can be embedded in a creature at a time.
Spellshard, Mnemonic. If embedded in a willing creature's body using a 1-hour ritual and the correct command word, this marble-sized jewel acts as a notebook capable of holding 1001 “pages” of information that can be accessed telepathically. Only non-magical information may be stored in this way: maps, language primers, pictures, passwords, ciphers, recipes, instructions, etc. While this is not considered an attunement item (it is a glorified notebook), no more than one mnemonic spellshard can be embedded in a creature at a time.
Void Scroll. This magic scroll is always sealed inside an ornate polished stone or metal tube. With 10 minutes of effort, a spell caster can record a single spell they have prepared of up to 5th level on the scroll. This spell may then be cast from the scroll by any other spell caster, after which the spell vanishes. If the owner is attuned to the scroll, they can record a spell of up to 8th level on it. If the spell is above the 5th level, only an attuned bearer of the scroll can cast the spell recorded on it. It is legal for one spell caster to attune to this item, record a powerful spell, and then give it to another caster for attunement and use.
Wind Fan. This folding fan allows the owner to cast gale on command.