ItemAdventurer's RobeLight armor robe for adventuring mages. AC 11 + Dex modifier. Disadvantage on Stealth. Grants +1 bonus vs petrification and polymorph effects. Source says can only be worn by those engaged in wizardly profession.Open article
ItemAlchemist's RingWhile wearing the ring, when you drink a healing potion, regain additional HP by potion tier: Basic +1d4, Greater +2d4, Superior +3d4, Supreme +4d4. Only affects healing potions.Open article
ItemAnimated ShieldWhile holding shield, speak command word as bonus action to animate it. It hovers in your space for 1 minute and protects you as if wielded while leaving hands free. Ends by bonus action, incapacitation, or death.Open article
ItemArgent Shroud VestmentGain +1 AC and radiant resistance. Spend 1 charge to cast Sanctuary. Shrouded Passage 1/short rest: bonus action for 1 minute, attacks against you have disadvantage if you moved 10+ ft. Aegis 1/long rest: reaction when ally within 30 ft drops to 0 HP to grant 1d4 temp HP and keep conscious. Fiends/undead have disadvantage on saves vs first spell each turn targeting only them.Open article
ItemArmor +1Generic template item: You have a +1 bonus to AC while wearing this armor. The armor can be light, medium, or heavy; choose the base armor when the item enters play. Use the base armor's normal weight, Strength requirement, and Stealth rules unless the specific suit says otherwise.Open article
ItemArmor of VulnerabilityPlate armor. While wearing, resistance to one of bludgeoning, piercing, or slashing, chosen/randomized by DM. Cursed on attunement; while cursed, vulnerability to the other two damage types, and removing armor does not end curse.Open article
ItemAssorted Poison Vials (Victor Set)Several poison doses usable on weapons, ammunition, food, or traps depending on type. Exact DC and damage are table-defined per vial.Open article
ItemAstrologian's BaubleGain +2 to Arcana. Spend 1 charge to cast Augury. When casting divination spell, gain advantage on next Intelligence ability check or save. Celestial Bearing 1/short rest for 10 minutes: know true north, detect planar boundaries within 60 ft, advantage on Perception vs illusions. Once per turn on spell attack hit, next attack against that creature deals +1d6 radiant.Open article
ItemAuric PetalGain fire resistance. Advantage on Insight checks against creatures experiencing heightened emotion. Bloom of Radiance 1/long rest: action creates 1-minute aura; allies within 10 ft gain 1d6 temporary hit points at the start of their turns, and enemies starting their turn in the aura take 1 radiant damage.Open article
ItemB.S. Standard Healing Potion — BasicOne certified dose. Restore 2d4+2 HP (7 average; 4–10 range). Drinking it yourself costs a bonus action; administering it to another creature costs an action. No universal potion toxicity applies.Open article
ItemB.S. Standard Healing Potion — GreaterOne certified dose. Restore 4d4+4 HP (14 average; 8–20 range). Drinking it yourself costs a bonus action; administering it to another creature costs an action. No universal potion toxicity applies.Open article
ItemBoostControlled dose for 1 hour: +2 to Strength, Dexterity, and Charisma checks and saves; -2 to Constitution, Intelligence, and Wisdom checks and saves. When the effect ends, make a DC 13 Constitution save or gain exhaustion; the DC increases by 2 for each failed Boost comedown save within 24 hours. A green shimmer gives disadvantage on Deception checks to appear sober within 10 feet. Uncontrolled Boost vapor, gas pits, mushrooms, or contaminated atmospheres can poison rather than empower, applying the downsides without the benefits.Open article
ItemBoots of Sure Footing+2 bonus to Strength (Athletics) checks made to resist being pushed, pulled, or knocked prone. +1 bonus to Strength or Dexterity saving throws against effects that would knock you prone.Open article
ItemBronze HaloFlattened bronze halo hovering behind bearer's head. Grants INT +2. Once per dice roll, may add 1d20 to any dice roll; then lightning strikes you for lightning damage equal to the d20 result.Open article
ItemChimera's MantelWhile attuned and wearing cloak, gain fire resistance. As an action, exhale fire in a 15-ft cone; creatures in area make DC 15 Dex save, taking 7d8 fire damage on failure or half on success. Recharges on short rest.Open article
ItemClean-Step Thieves' LeatherStudded leather armor, AC 13 + Dex modifier. You leave no tracks and make no sound from your footsteps on nonmagical surfaces unless you choose to. You have advantage on Dexterity (Stealth) checks made to move silently.Open article
ItemClear Mind Token+1 bonus to Wisdom saving throws. Once per short rest, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can reroll the save and must use the new result.Open article
ItemCloak of Shadow StepsIn dim light or darkness, you have advantage on Dexterity (Stealth) checks to hide. Once on each of your turns, after you move at least 10 feet, you can treat the next 5 feet of movement as though you were invisible; you still become visible if you attack or cast a spell. You can use your reaction to reduce the effective distance of a fall by 20 feet when calculating falling damage.Open article
ItemColonel's Volley GloveCan cast Fireball at 3rd level as a bonus action from your hand, save DC 14, once per long rest. If you know Fireball, you may cast through the glove using spell slots as a bonus action. After casting, take 1d6 fire backlash.Open article
ItemCorelight BaubleSheds bright light 20 ft and dim 20 ft, suppress/resume as bonus action. Advantage on concentration saves and +1 to spell attack rolls. Spend 1 charge when casting radiant/force spell to add 1d8 damage, or 2d8 if single target. Spend 1 charge as reaction when damaged to reduce damage by 1d10 + spellcasting modifier.Open article
ItemCreator's RepriseYou gain a +2 bonus to Religion checks. When you use a spell of 1st level or higher to restore hit points to yourself or an ally, you restore a bonus action you have already expended on that turn. Recommended guardrail: this can occur once per turn, cannot store more than one bonus action, and does nothing unless the wearer already spent a bonus action. It triggers from actual hit point restoration, not temporary hit points or healing a creature already at full hit points.Open article
ItemCrown of Etched FormsGain +1 AC. Stores one prepared spell of 3rd level or lower. Cast Disguise Self once per long rest and gain advantage on Deception checks to disguise yourself. Echoform Projection 1/long rest creates duplicate within 30 ft for 1 minute; each round choose +1d8 psychic on next attack, +2 AC until start of next turn, or advantage on next ability check; echo dissipates if damaged.Open article
ItemCrown of ThornsWhile wearing the crown, healing through a cleric spell or ability automatically increases by 1d8, and Jonah takes the same amount of damage; that damage cannot be prevented, reduced, or resisted. Once per long rest, cast Healing Word as a reaction when a nearby creature drops to 0 hit points.Open article
ItemCurse of the Bridge TrollOn failed Intelligence saving throw, possessed by bridge troll spirit: Strength becomes 21, Intelligence becomes 9, enraged, must attack nearest creature, cannot cast spells or focus. Ends when taking damage or succeeding DC 13 Int save at end of turn; no memory retained.Open article
ItemDagger of HungerEarned by Vic Vaurr in Vithyrex's Maze after a mirror-dagger trial tied to his hound. Exact combat properties still need a dedicated mechanics pass.Open article
ItemDarts of the Magic PointThree returning darts. When attacking, may forgo attack roll to automatically hit for 1d4+1 force damage, mimicking Magic Missile; can apply to multiple attacks; return to hand at end of turn.Open article
ItemDeath Talker CharmOnce per dawn, as an action while standing in a place where a creature died within the last 7 days, you may hold the charm over the ground and ask it to reveal one truth about one creature that died there. The DM provides one true statement about the creature, such as its name, cause of death, strongest emotion at death, last creature it saw, or one secret it carried. The charm cannot reveal information protected by a deity, wish, or similar magic. If more than one creature died in the area, the charm reveals the truth tied to the most emotionally intense death unless the user names a specific corpse or creature.Open article
ItemDowsing CompassCompass with multiple needles pointing toward useful targets: north, nearest fresh water, strongest nearby evil aura, nearest large gold concentration, nearest civilization, and nearest storm. Needle length indicates distance.Open article
ItemDragon Claw+2 scythe won by Morgan from Vithyrex's brick temptation puzzle while also taking a heart piece. Additional dragon-themed properties, if any, need confirmation.Open article
ItemDragon Comb SetSet of golden combs shaped as dragons, each set with red garnets as eyes.Open article
ItemDryad BombAs an action, throw the Dryad Bomb up to 60 ft, where it bursts into magically grown vines in a 20-ft-radius area. The area becomes difficult terrain for 1 minute. Each creature of your choice in the area when the bomb bursts must make a DC 14 Strength saving throw or be restrained by vines. A restrained creature may use its action to make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. The vines are flammable; if a 5-ft section takes fire damage, that section burns away at the end of the current turn.Open article
ItemDuskshade Blackleaf Healing Potion — BasicOne certified dose. Restore 4d4-2 HP (8 average; 2–14 range). Drinking it yourself costs a bonus action; administering it to another creature costs an action. No universal potion toxicity applies.Open article
ItemDuskshade Blackleaf Healing Potion — GreaterOne certified dose. Restore 4d8-4 HP (14 average; 0–28 range). Drinking it yourself costs a bonus action; administering it to another creature costs an action. No universal potion toxicity applies.Open article
ItemExploding Gold CoinsA pouch contains 10 false gold coins. As an action, you may scatter up to 10 coins into an adjacent 5-ft square or throw the pouch up to 20 ft, scattering the coins in a 5-ft square where it lands. The first time a creature enters the square, disturbs the coins, or mixes them with real coins, the coins detonate. Each creature within 10 ft of the coins must make a DC 14 Dexterity saving throw, taking 3d6 fire damage and 1d6 thunder damage on a failed save, or half as much on a success. The coins are destroyed when they detonate. A creature inspecting the coins can identify them with a DC 15 Intelligence (Investigation) check.Open article
ItemFeatherweight CuirassWhile wearing armor, gain +2 bonus to AC, advantage on Dexterity (Acrobatics), and no Stealth disadvantage despite solid appearance.Open article
ItemFlask of St. CuthbertTreasure container holding two standard holy water flasks. Each flask may be used as normal holy water: as an action, splash onto a creature within 5 ft or throw up to 20 ft, shattering on impact; make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. The ornate sealed steel flasks and wax seals account for any value beyond the 25 gp holy water contents.Open article
ItemFulcrum RingPlain heavy dark-metal ring. Mundane unless pinched hard from the sides, at which point it refuses to move. Does not need to be worn.Open article
ItemGiant Temple CandlesSix giant temple candles. Each candle is 6 ft tall, 1 ft thick, weighs 100 lb, and is made of fine white wax rolled in gold dust and set with emeralds. As treasure, each candle is worth 320 gp if sold intact. As ritual components, lighting one candle during a consecration, funeral, exorcism, or temple restoration grants advantage on one Religion check made during that ritual. A candle burns for 8 hours and is consumed after one such ritual use.Open article
ItemGiant-King's NecklaceGiant-King's platinum necklace with crimson diamond, worn by dragon.Open article
ItemGloves of Rotting FleshUnarmed strikes deal necrotic damage instead of normal damage type and count as magical for overcoming resistance/immunity to nonmagical attacks.Open article
ItemHealing Potion spent on JixieElmyra gave Jixie a healing potion after he collapsed near the bottom of the descent.Open article
ItemHelm of Unsurvivable KnowledgeAs an action, a creature wearing the helm may open its mind to the knowledge inside. The creature makes a DC 15 Intelligence saving throw. On a success, it may ask the DM one question about cosmology, planar truth, divine structure, ancient history, or the true nature of a creature, location, or object; the DM answers truthfully but cryptically. The creature also gains advantage on its next Intelligence check made within 1 hour. On a failure, the creature takes 6d8 psychic damage and is stunned until the end of its next turn. On a failure by 10 or more, the creature instead drops to 0 hit points and gains one level of exhaustion. Once a creature uses the helm, it cannot use it again until 7 days have passed.Open article
ItemHugo's Magical SpyglassHugo uses this spyglass while watching the party from the trees. The GM explicitly established that it is magical, but its magical effect, limits, charges, and activation remain undefined.Open article
ItemJade TelescopeTelescope of jade banded with bloodstone. Looking through it shows a strange alien panorama instead of the surrounding world, though the view follows the telescope's motions.Open article
ItemJet BroochDeep black brooch set with a Jet gemstone; rumor suggests it helps prevent the evil eye.Open article
ItemJonah's Carved CardinalA carved cardinal given by Jonah to Valbrandt Wingkin inside Vithyrex's Maze. It is currently a story token rather than a mechanical magic item.Open article
ItemKnife of the Cardinal Carver+1 dagger that counts as magical. When used to stabilize a creature with a Medicine check, the check automatically succeeds and the creature regains 1 HP; this benefit can affect each creature once per long rest. As a bonus action, choose whether the dagger deals piercing, slashing, or necrotic damage until the end of your turn.Open article
ItemLarge Snow GlobeLarge snow globe with polished oak base, depicting a farmhouse in a forest clearing. Shaking causes snow to fall and miniature figures exit the house to perform chores, returning as the last flake falls.Open article
ItemLeather ArmorLight armor. AC 11 + Dex modifier. No Stealth disadvantage. Breastplate/shoulders are boiled leather; rest softer flexible material.Open article
ItemMadam Batdorf's Red Ledger CluePlot clue linked to Madame Batdorf's Bone Charm Set: Madame Batdorf believes she is supposed to be with "the red ledger kid" and asks Ash to find them. Any time the Bone Charm is consulted about ledgers, poison, gnoll witchcraft, or cooking-medicine, the DM may provide one pointed hint that moves the party toward the red ledger kid.Open article
ItemMadame Batdorf's Bone Charm SetScatter bones to summon Madame Batdorf within 30 ft for 1 minute. Once per round she can force a reroll on failed Medicine, cooking, herb, venom, poison, or poultice checks. Crumbles after effect.Open article
ItemMadame Batdorf's Necromancy DraughtDrink to see final violent injuries for 1 minute and gain advantage on Medicine/Investigation involving bodies; or pour into corpse dead under 24 hours to ask one Speak with Dead-style question. Drinking requires DC 14 Con save or poisoned until end of next turn.Open article
ItemMinor Acid Ward CharmAfter applying resistance or vulnerability, reduce acid damage you take by 1, minimum 0. This has no effect on other damage types.Open article
ItemMirror of the Shadow SovereignWhile attuned, gain +2 to Charisma (Persuasion). While holding mirror, cast Disguise Self at will without components. Once per day when targeted by a spell, use reaction to force caster DC 13 Wis save; on failure, spell fails and reflects back at caster.Open article
ItemMy Angst, the Absolute SolutionAn in-world text written by Maine while in Lawful custody. It is not a magical item, but it is politically volatile evidence: the book argues that Lawful institutions failed during Castro, Enemi, crime, and magical-item crises, then offers Maine's Absolute Solution as disciplined civic replacement, neighborhood defense, item-law reclamation, and popular unity under Maine's command.Open article
ItemPants of FamiliarityThe wearer can cast Find Familiar. If the spell is used to call the wearer's closest Companion, that Companion has advantage on its first check after arriving.Open article
ItemPaulus Levius's Death MaskAdvantage on Charisma (Intimidation) checks and Deception checks made to conceal identity. Once per long rest, force a creature within 30 ft to save or become frightened while seeing the face of someone it wronged or killed. Documented historical effect: Maine used the mask to cast Power Word Kill on ENEMI and lost 2 Intelligence to the mask’s curse. Exact eligibility, recharge, and remaining access to that effect are unresolved.Open article
ItemPhoenix ChokerWhen the wearer drops to 0 hit points and does not die outright, the choker ignites in harmless phoenix flame and is consumed. The wearer becomes stable and is wrapped in a burning ash cocoon. At the end of 10 rounds, if the wearer's body has not been destroyed and the cocoon has not been dispelled by magic such as Dispel Magic against DC 15, the wearer returns to consciousness with 1 hit point and gains 2d6 temporary hit points. While cocooned, the wearer is incapacitated, cannot move, and has resistance to fire damage. The cocoon sheds bright light in a 10-ft radius.Open article
ItemPhoenix Feather from EwigA consumable Phoenix Feather given to Maine through Paulus Levius from Ewig. It is not rechargeable; exact trigger, timing, and rebirth effects need mechanics confirmation.Open article
ItemPillow of False LifeComplete long rest sleeping with pillow to gain False Life at 1st level upon waking: 1d4+4 temporary HP for 8 hours or until depleted; choose pool if you already have temp HP.Open article
ItemPorcelain Discs116 white porcelain discs, each 3 inches wide with a 1-ounce knob of electrum embedded in its center.Open article
ItemPotion of Tough HideWhen you drink this potion, for 1 hour your AC increases by 1. At the start of each of your turns, you gain 2 temporary hit points, up to a maximum of 10 temporary hit points from this potion. New temporary hit points from this potion replace any existing temporary hit points from it and do not stack.Open article
ItemPringle Auto-Wagon Ignition CrystalsA pair of ignition crystals given by PP5 after the temple raid, used to power or restart the Pringle auto-wagon route out of Point Pringle.Open article
ItemPuppet Master's StringsAction to summon randomized puppet within 10 ft; existing puppet replaced. Pirate puppet makes two scimitar attacks and can disengage; Viking puppet greataxe and nonmagical B/P/S resistance; Witch puppet casts/maintains Witch Bolt. Puppet lasts 1 minute; AC 14; HP = spellcasting ability modifier + proficiency bonus.Open article
ItemPyramid ModelMiniature pyramid glows faint blue. If a deceased Diminutive or Fine creature is placed beneath it, the creature reincarnates in 1d20 hours. Can manifest once per lunar month.Open article
ItemQuiet EdgeSilent blade. On hit target takes +1d6 damage; if attack has advantage, bonus becomes 2d6. On critical hit, casts Silence centered on target without concentration until end of your next turn.Open article
ItemRat King CrownAsh used the crown to speak with Heathcliff, a giant rat who warned of deaths along the legendary path and helped reveal a hidden route. Full item mechanics still need source confirmation.Open article
ItemReinforced Voidplate CuirassPlate armor requiring Str 15. Base AC 18 as plate, plus an extra +1 AC for total base AC 19 before other modifiers. You gain +1 to Strength or Dexterity saving throws made to resist being pushed or knocked prone. Counts as magical armor.Open article
ItemRing of AbsorptionReaction: when a spell of 3rd level or lower targets only you, absorb it so the spell has no effect on you and its level is stored in the ring. The ring can store up to 50 total spell levels over its lifetime, then becomes nonmagical. You can cast a stored spell using its original level, save DC, attack bonus, and casting stat, reducing stored levels by the spell's level. It cannot absorb spells above 3rd level or broad area effects unless you are the sole target.Open article
ItemRing of Acid Resistance (Verdigris Seal Ring)While wearing and attuned to this ring, you have resistance to acid damage.Open article
ItemRogue StoneSmall shifting rainbow-colored iridescent gemstone. Fluid colors appear almost liquid in sunlight. Extremely rare and used for the gemjump spell, making it highly sought after.Open article
ItemRootbarrel Brown-Bottle Healing Potion — BasicOne certified dose. Restore 2d6 HP (7 average; 2–12 range). Drinking it yourself costs a bonus action; administering it to another creature costs an action. No universal potion toxicity applies.Open article
ItemRootbarrel Brown-Bottle Healing Potion — GreaterOne certified dose. Restore 4d6 HP (14 average; 4–24 range). Drinking it yourself costs a bonus action; administering it to another creature costs an action. No universal potion toxicity applies.Open article
ItemRot-Black Venom VialApply to one melee weapon or up to three ammunition. Next hit within 1 minute deals +2d6 poison and target must make DC 14 Con save or be poisoned until end of next turn; disadvantage if in/inhaling boost vapor.Open article
ItemSickle of Corpse BloomWhen you reduce a creature to 0 HP or target a corpse within 5 ft, spend 1 charge to trigger Corpse Bloom: corpse explodes, creatures within 10 ft make DC 14 Con save or take 4d6 necrotic, half on success. Undead corpse adds +2d6. Corpse destroyed.Open article
ItemSixth Crit and Seventh SinTrixie's twin daggers gifted to Morgan through Paulus Levius Cathedral. Full attack, crit, curse, or paired-weapon mechanics still need confirmation.Open article
ItemSloop Archival TerminalA salvaged intelligence terminal in the Vault of Rejected Inventions. Sloop functions more like an archive-bound guide than a portable item, preserving abandoned Pringle work and answering from inside discarded infrastructure.Open article
ItemSoulfire ScytheFound with Blue-Haired Girl in the Necromancer's Chapel sequence and tied to Dallas Dalton. Exact attack, soulfire, pact, or necromancy effects still need confirmation.Open article
ItemStaff of EulosusOnce per day, as an action, choose one Large or smaller creature you can see within 60 ft. The target must succeed on a DC 13 Strength saving throw or be lifted up to 20 ft into the air and restrained by spiraling air currents for up to 3 rounds. At the end of each of its turns, the target may repeat the saving throw, ending the effect on a success and floating safely to the nearest unoccupied space below it. A flying creature has advantage on the saving throw. If the effect ends while there is no surface beneath the target, it falls normally.Open article
ItemSteady Step Band+1 bonus to Dexterity (Acrobatics) checks and +1 bonus to saving throws made to avoid falling prone or falling from narrow surfaces such as ledges or ropes.Open article
ItemSteps-BetweenSteps-Between is a masterwork blacksteel falchion with a narrow channel cut along its fuller. A Rift Crystal is bound into the guard, where it appears to occupy several slightly different positions at once, and the edge briefly vanishes when swung. After a successful defensive reaction or parry, the wielder can pass through or reposition around the attacking creature. Its awakened Rift Echo leaves a delayed phantom slash that repeats part of the original attack. Exact uses, damage, saving throws, and recharge remain editable by the DM. falchion Falchion Martial Melee Blacksteel blacksteel masterwork voidforged void crystal Rift awakened Defeat an enemy while surrounded void diamond memory shard memory-bearing void strain blacksteel channelled precise channelled precise blacksteel Blacksteel blacksteel Arcane Shards arcane-shard Void Dust void-dust Step Through the Blow After a successful defensive reaction or parry, pass through or reposition around the attacking creature. Trigger, distance, frequency, and any opportunity-attack protection are set by the DM. Awakened: Phantom Slash The movement leaves behind a delayed phantom slash that repeats part of the original attack. Damage, target timing, and uses remain editable by the DM.Open article
ItemArticle in progressThe Journal of Titian the WiseA historical artifact and in-world source rather than a combat item. Reading or citing the journal can provide context on Drakkuskan War-era travel, early student adventuring, cult activity, dragonborn involvement, relic rumors, old routes, and people who later became Centrum figures. Exact dates should be treated as provisional when newer canon disagrees.Open article
ItemTono's LocketA vibrating locket drawn to Maine's metal arm. It is engraved 'To Tono, Love PP5,' holds a picture of Tono with PP5, and hides a blood-written message that helped Maine break through Gertie's illusion.Open article
ItemTranslucent White SheetWhile attuned, you can use an action to cast Mirror Image without expending a spell slot. Once used, this property cannot be used again until you finish a long rest. The sheet gives the wearer an eerie, ghostly appearance and subtly distorts their outline and movements.Open article
ItemTwice Shy+2 weapon. When you hit with this weapon, expend 1 charge to double any one damage die rolled as part of that attack.Open article
ItemVic's Sentimental Great AxeVic Vaurr's original sentimental great axe remains missing. After the G.R.I.F.T. demonstration, the weapon returned to him was revealed to be a newer +2 great axe rather than the original.Open article
ItemVictor's Well-Used Disguise KitStandard disguise kit with wigs, makeup, adhesives, and related supplies, used for creating or altering appearances with appropriate skill checks, usually Deception or Performance with proficiency if you have the kit.Open article
ItemVoid DiamondCondensed Void energy equal to 100 Void Dust. Spend diamonds equal to power tier to unlock Void-aligned abilities; consume for long-rest benefits and +1 resonance; used as catalyst for Void enchanting/upgrades requiring matching tier count and crafting skill in a Void-aligned ritual space/forge/evolution chamber.Open article
ItemVoid Edge Blade+1 longsword that counts as magical for overcoming resistance and immunity. Ash touching a Void Edge Blade also triggered a corridor vision involving Salvatore Mentali, Sulduraks, Oskar, and Ash's unstable void-related role.Open article
ItemVoid-Corrupted Owlbear EggThree instability charges. Awaken to trigger frighten pulse, void-yolk temporary HP, spectral claw attack, or hatchling sense. Final charge determines hostile hatchling, inert shell, or stabilized incubatable hatchling.Open article
ItemWand of Animate BoyfriendWhile attuned, +1 to ranged spell attack rolls. Spend 1 charge to summon Zombie Boyfriend within 30 ft for 1 hour; zombie has 40 HP, protects/adjacent to you, advantage on grapple checks. Last-charge d20 roll: on 1 loses summoning property.Open article
ItemWand of HannibalWhile attuned and wielding as spellcasting focus, gain +2 to spell attack rolls. When reducing a creature with blood to 0 HP within 5 ft, use reaction to drink blood and regain 1d6 HP. If 2+ HP restored, gain advantage on next attack and resistance to bludgeoning, piercing, slashing, and necrotic until end of next turn.Open article
ItemWater OpalColourless clear opal with play of colour; rare and valuable, used in scrying devices.Open article
ItemWaterstar GemWaterstar, also called achroite or colorless tourmaline, is rare in the Realms. This stone is flawed and included, leaving only a small portion fit for cutting.Open article
ItemWish-Bell RingConsumable Wish access granted through Paulus Levius Cathedral. Exact activation text, limits, and consequences still need a dedicated mechanics pass.Open article
ItemWorldly TortoiseSmall tortoise with STR 2, DEX 1, WIL 6, 1 HP, Armour 1. Knows the way to anywhere you ask but travels very slowly.Open article
ItemZero-Charge Staff of NecromancyGertie gave Morgan this Staff of Necromancy after the failed chaos-maze test. It remains inert with zero charges. No usable effect, recharge method, attack bonus, or spellcasting benefit is established.Open article
ItemZoltar's Pearlescent RingCursed white pearlescent ring. Once worn, cannot be removed; reappears if removed or finger cut off, unless every finger is removed. Wearer loses 1d4 max HP once per day, stacking daily. If health falls below 0 before curse removal, wearer becomes an undead thrall.Open article