Emporium-5e Magic Items

ArtNameItem TypeRarityAttunmentItem type: FlavorDesription
Standard of Drakul WondrousVery RareWondrousA Black Flag with the mark of an undead dragon head latched upon a dull golden pole. This Dragon was said to be under the service of a powerful necromancer who granted him unlife and the power to lord over the lesser undead.This Standard has been used in an innumerable amount of Battlefields to command the Legion to certain victory.Skull Lord: While you don this standard, undead CR 3 and below that are within 30 feet of you bow to you in reverence and cannot take any other actions.As an Action you can place standard into the ground, while the standard is in place:

At the start of each of your turns, you may grant a target creature within 120 feet of the standard 1d4 temporary health. Allies with temporary health from this standard have advantage on saving throws made to avoid becoming charmed or frightened. Additionally, as a Reaction you may add 2d4 necrotic damage to a weapon attack made by a creature you can see within 120 feet of this standard. Once the standard is placed it must remain in place for 1 hour before it can be removed.
Drakul's Bone CarverWeapon(Dagger)Rare(Requires Attunement)Weapon(Dagger)Drakul Lord of the undead legion used this very dagger to carve ancient sigils into the flesh of the dead to grant them the everlasting blessings of unlife. This cool white dagger with a small skull on the hilt has etchings on it that are older than can be dated.While wielding this dagger you can spend 1 hour etching magical runes into the corpse of a humanoid creature that is medium or small. Afterwards the corpse may become an undead creature under your control for 8 hours roll a d6 to determine what if any creature the corpse becomes.

1. The butchered corpse turns to ash

2. Zombie

3. Skeleton

4. Ghoul

5. Ghast

6. Roll again and add you may +1 or -1 to your roll(after Results)

After 8 hours, the creature no longer obeys your commands and you must make a DC 14 wisdom saving throw. On a failed save, the created creature becomes hostile to you. On success the creature will begin to wander aimlessly rather than attacking you. This ability can only be used once per long rest.
Festering CubeWondrousVery RareWondrousThis puzzle box made of sunken bones and sinew has the face of an ogre carved into it on either side, and a small skeletal hand coming out the top. The beings that made this cube did so as an experiment, those who took part in its use were prone to various disagreements once the ritual was completed, it often led to even more bloodshed.Blood for Blood: Any willing creature can grab the hand and make a blood sacrifice to the Cube. When they do so they roll one hit die and take damage equal to the number rolled. That hit die is then expended, and the Festering Cube gains charges equal to the damage taken.

Dark Ritual: When the Festering Cube is at 100 charges it opens up and summons an Ogre Zombie that will obey the commands of any creature who made a blood sacrifice, and the box is destroyed.
Any creature that has made a blood sacrifice has to wait at least 24 hours before making another one.
BonestriderWeapon(LongBow, Shortbow)RareWeapon(LongBow, Shortbow)A bow carved from the leg of an undead warhorse, covered in its teeth, and glossed over with blackened soot. The Bow is said to be an artifact that is somehow involved with the revival of the Necromancer Malik but details are scarce and connections tenuous.Ludicrous Speed: Arrows fired from this bow move with uncanny speed. This magical bow adds a +1 bonus to attack and damage rolls made with it. When you make a ranged weapon attack with this bow against a creature that is within 30 feet of you, you can add an additional +1 bonus to the attack and damage rolls.


Mule Kick: Once per long rest as part of the disengage action you can make a melee weapon attack with this bow. The attack is made using your Strength modifier, on hit the creature is knocked back 10 feet and takes 1d8 bludgeoning damage.
Mummy Wrap GauntletsWondrousUncommon(Requires Attunement)WondrousA pair of old warrior gauntlets that were wrapped and buried in a sarcophagus alongside the one who wore them. Their fighting spirit remains waiting to enter the fray again.Roting Swing : Your unarmed strike uses a d4 for damage.

Mummies Rot : When hitting a target with these gauntlets you may infuse the attack with a Cursed Rot. The target must make a DC 12 constitution saving throw or be cursed. The cursed target cannot regain hit points for 1 minute. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on a successful save. This effect can only be used a number of times equal to the wearer's proficiency bonus per long rest.
Scythe of the FallenWeapon(Greataxe)Very Rare(Requires Attunement)Weapon(Greataxe)This magical scythe has a grainy texture to it as if it is covered in a layer of ash. When a creature is felled by this weapon you can sometimes see dust leave their body and coat the weapon. Ashen Edge: When you hit with an attack using this magical Greataxe, the target takes an extra 1d6 necrotic damage. In addition, while you hold the greataxe, you have resistance to Radiant damage.

Death’s Prelude: When this weapon is drawn the wielder can cast one spell from their spell list that requires an action as a bonus action. This effect can only be used once per long rest.

When this weapon is wielded by a Warlock and made into a Pact Weapon it grants them a +1 bonus to Attack and Damage rolls made using the weapon.
Crown of Stolen EyesWondrousUncommon(Requires Attunement)WondrousThis rusted crown has the flesh from multiple eyelids strung around its base with gems inlaid underneath them. The previous kings that wore this crown forfeited one of their own eyes to bring this crown to its full power. When used the eyes will open to reveal the gems inside.While wearing this crown, you have advantage on Wisdom (Perception/Insight) checks.
Blood Sucking TendrilWeapon(Whip)UncommonWeapon(Whip)This magical whip is wrapped in what looks like dried flesh and its tip is that of a finger with a long, sharp, bloody nail.Just The Tip: When you hit a creature with this weapon you can siphon blood from them to heal their own wounds, the target takes 2d6 necrotic damage in addition to the whip's normal damage, and you regain hit points equal to half the amount of necrotic damage dealt (rounded down). You can use this feature a number of times to your proficiency bonus, and regain all expended uses when you finish a long rest.
Gravekeeper's ShovelWondrousUncommonWondrousThis is an old, rusted shovel belonging to what was once a grave robbing necromancer.Preserved : When this weapon kills a creature, it is put under the effects of the Gentle Repose spell, allowing the body to be preserved for a much longer period of time.
Necklace of the Secret PrinceWondrousRare(Requires Attunement)WondrousThis necklace is made of gold, and painted in silver and blue hues for the chain links, with a large opal at its base. It has been worn by many affluent royals through the years, allowing them to be in two places at once so as not to miss out on any juicy gossip. Prince’s Double: While wearing this necklace you have advantage on Insight checks made when attempting to discern a truth from a lie. Additionally, as an action you can cast the spell mislead. Once this property is used, it can’t be used again for 7 days.
Ivory Glove of ProvidenceWondrousUncommonWondrousThis silken glove lined with black and gold accents always fits its wearer’s hand in a flattering way. The inside of the glove is lined with treated leather along the fingers, and the outside is adorned with a royal crest.Royal Poise: While wearing the glove, you have advantage on persuasion checks as long as the creature you speak to maintains physical contact with the glove. If you already have advantage on the check you get an additional +4 bonus to your roll.
Jade Vase of PoiseWondrousRareWondrousThis flower vase is painted in swirls of blue and purple with an image of a white flower on the front. The vase has a 4-inch opening at the top, and you can hear a soft and pleasant song coming from within it. Evergreen:The vase can hold 100 cubic inches of material, provided the objects stored therein fit through the opening. Any object stored in the vase enters a stasis-like state where the passage of time no longer has any effect on it.


Blissful Harmony: As an action, you place this Vase on the ground in an unoccupied place within 5 feet of you. Afterwards the Vase Emits a soft song that can be heard by all creatures within 30 feet of it, each creature must make a DC 14 Wisdom Save on Failure the creatures are restrained until the end of their next turn as the gentle nod to the music.
Codex of KingsWondrousUncommonWondrousA red and gold trimmed book that always appears to be in pristine condition.Auto-Biography: When this book is opened, the book is filled with a detailed biography of the person opening it, showing them in a gloriously flattering light. If the book changes hands while open, it will remain the same. Once the book is closed all the information disappears. The book never reads exactly the same twice even if the person who opens it is the same.
Maple Leaf BroochWondrousRare(Requires Attunement)Wondrous "This silver maple-leaf brooch, inlaid with glistening diamonds, is encrusted with a thick layer of dust, but still glistens in the light."So Icy: This Brooch can be magically attached to any article of clothing or armor.
While wearing any item with this brooch attached you gain the following magical effects:
Once per long rest, you can use your reaction to deflect a projectile when you are hit by a ranged weapon attack. When you do so, you take no damage from the attack.
Your body maintains a cool and comfortable temperature while you wear this brooch.
Kalidor's Chest of Porcelain ServantsWondrousVery RareWondrousThis Chest is made of a fine Mahogany wood, and trimmed with gold and red tassels. Inside the chest are 16 porcelain figurines secured so that they cannot be damaged or removed. Each figurine appears as a well kept servant for various races and sexes wearing either a blue, red, or green uniform.There is a 4 inch opening on top of the chest.
If you pour 5 gallons of water into the hole, the chest expands slowly over 1 hour to a 10 foot by 10 foot servant’s quarters and all 16 Figurines are brought to life, growing to their normal height and dimensions. Each servant has an AC of 10, 15 Hit Points, and a Strength score of 10. A servant cannot move more than 200 feet from the servant’s quarters. If they are forcefully moved further away, they slowly revert to their regular size and turn to dust. Each servant can perform simple tasks such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. The servants can even construct a small shack for cover provided they can locate the materials. In addition each servant is proficient with Mason's tools, Cook's utensils, Weaver's tools and Carpenter's tools. Once you give a command, a servant performs the task to the best of their ability until they complete the task, then waits for your next command. After 8 hours, each servant returns to the servant’s quarters, which shrinks back down to its chest size after all servants with 200 feet have returned to their place inside.
Ring of the King's DemandWondrousVery Rare(Requires Attunement)WondrousWhile wearing this ornate ring you feel as though your words carry more weight. Royal Decree: You can use this ring to cast the spell Geas. If the target succeeds the saving throw you cannot use this feature again until you finish a long rest. If it fails the saving throw the target is put under the effects of the spell, and the ring cannot be used again until the target is freed from its magic and you finish a long rest.
The Forever KnightArmor(Shield)Legendary(Requires Attunement)Armor(Shield)This ornate gold and blue shield is emblazoned with a symbol of a winged helm and crossing swords. It glistens with a golden glint and has the sweet smell of bluebell flowers. Honorable Knight: While wielding this shield you gain a +2 bonus to AC in addition to the shield’s normal bonuses. This magic shield also warns you of danger. While the shield is on your person, you have advantage on initiative rolls. In addition, you can’t be surprised, except when incapacitated by something other than non-magical sleep. The shield magically awakens you when you are sleeping naturally when combat begins.
The Forever Knight is a sentient lawful good shield with an Intelligence score of 12, a Wisdom score of 14, and a Charisma score of 16. It can hear out to a range of 120 feet. The shield can communicate telepathically with its wielder and can speak, read, and understand Common. It shouts battle cries in Common when used in combat and is willing to converse with others about its wielder's marvelous exploits.
The Forever Knight’s purpose is to protect, honor, and glorify the wielder of the shield. Even if the owner of the shield is not of a good nature, it will try to convince others that they are not such a bad person and only misunderstood. It will also constantly advise its wielder, striving to lead it down a righteous path.
Emboldened BeardWondrous(Consumable)UncommonWondrous(Consumable)This small tincture is filled with a swirling white and red liquid with a minty taste.There is enough in the vial for once use. You can use a bonus action to drink this tincture and give yourself advantage on all Charisma Checks for 24 hours. The tincture causes your face to sprout a marvelous beard, trimmed and formed to your liking.
Spear of Eel IntentWeapon(Glaive)RareWeapon(Glaive)This blue and gold spear with a sharpened purple sea shell as a blade, is wrapped in a venomous black eel.Eelastic Reach: As a Bonus Action, you can extend the reach of this weapon by 5 feet, or 10 feet if this feature is used underwater, for 1 minute.
When you hit a creature with this weapon, you can choose one of the following effects:

Coil: The creature must succeed on a DC 13 Strength Save or be grappled for 1 minute. At the start of each of its turns the creature can repeat the save, ending the grapple on a success.

Bite: The creature takes an additional 1d6 poison damage, and must make DC 13 Constitution save or be poisoned for 1 minute. At the start of each of its turns the creature can repeat the save, ending the poisoned effect on a success. Each of these effects can be used once per long rest.
Flail of the Anchor LordWeapon(Flail)UncommonWeapon(Flail)The head of this flail resembles that of a small anchor covered in barnacles, and the grip is wrapped with dried seaweed.Drop the Anchor: As a Bonus Action, you can use the anchor to weigh down those around you with its magic. After using this bonus action, the ground within 15 feet of you becomes difficult terrain for your enemies for the next minute. You may use this feature once per long rest.
Ocean Man's HandWondrousUncommonWondrousThese green webbed gloves give off the subtle scent of the ocean.Hyper Adaptive: While wearing these gloves, you gain a swimming speed equal to your walking speed, and advantage on any Strength (Athletics) checks made to swim.
Gamblers FlintlockWeapon(Hand Crossbow)UncommonWeapon(Hand Crossbow)You may use an action to cast the scorching ray spell from this weapon, using either your spellcasting modifier or your Wisdom modifier whichever is higher., focusing all beams on a single target. For every beam that hits, You gain +1 bonus to attack and damage rolls made with this weapon for 1 minute. You can use this feature once per long rest.
ConchplateArmor(Plate)Rare(Requires Attunement)Armor(Plate)This armor is much lighter and sturdier than it appears. Sometimes you can hear faint sounds similar to that of a breeze coming from it.Breezy Sea’s: While wearing this armor you gain a bonus to your walking speed equal to 5 times half your proficiency bonus (rounded down). You also gain a swimming speed equal to your walking speed.
Serrated Blood BladeWeapon(Shortsword, Greatsword)RareWeapon(Shortsword, Greatsword)This magical sword has rusted from being submerged for ages, and has some sort of dried blood along the edges of its blade, giving it a jagged edge. Blood Plague: When you hit with an attack roll using this sword, the target takes an extra 1d6 necrotic damage and must succeed on a DC13 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Expunge: When you hit a poisoned creature with this weapon you can remove the poison from the creature and deal 2d6 necrotic damage to them.
Orog'Gols BracersWondrousVery Rare(Requires Attunement)WondrousThese Bracers were forged and custom made by the now incarcerated Oolto Stellion for a certain Orc War chief named Orog'Göl after he and his crew spent 6 months in the Hashsin sea tracking down the miles long sea serpent known as "Big Red''. Even though the voyage took many of his brethren from the orc, he was able to at least remove a single scale from the Behemoth. Now these bracers stand as both a testament to his bravery and a foul reminder that so many of his kind had to die for them to exist.While attuned to these bracers your unarmed strikes are empowered by the mythical life force of the Crimson Serpent, and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
Unarmed attacks made while attuned to these bracers are considered magical for the purpose of overcoming resistance and immunity.
Forward Unendingly: The Power of the Crimson Serpent guides you endlessly forward. After moving in a straight line for at least 15 feet, your next unarmed attack deals an additional 1d4 damage for every 15 feet you have moved since the start of your turn..
If the user is attuned, the bracers also gain the following effects. You may used each of them once per long rest:
Orcish Pinball: After landing a successful unarmed strike on a creature no more than one size larger than you, you may push the target up to 15 feet away from you. If the target enters the space of another creature, both creatures take 1d12 + your Strength modifier bludgeoning damage in addition to the attack’s normal damage. If the target enters the space of an obstruction like a wall or any large object, they take an additional 2d12 + your Strength modifier bludgeoning damage in addition to the attack’s normal damage.
Blood Oath: As a Reaction, when a friendly creature you can see takes damage from a creature within 30 feet of you, you can cause the attacker to make a DC 16 wisdom save. On a failed save, the creature takes 1d8 + your level psychic damage, becomes frightened of you for 1 minute, and must use any remaining movement to immediately move away from you.
Pocket StormWondrousUncommonWondrousAs an Action, you may pull a small bolt of lightning from this bag and hurl it at a target within 30 feet. The target must make a DC 13 Dexterity Saving Throw. The target takes 3d8 lightning damage on a failed save or half as much on a success. You can use this feature twice per long rest.
Patch of the Sea LordWondrousRare(Requires Attunement)WondrousThis black leather eyepatch has the symbol of a golden kraken imprinted on it.While wearing this eyepatch you can see normally in darkness, both magical and non-magical, to a distance of 120 feet. Once per long rest you can cast the see invisibility spell using this eyepatch.
Curse: This eyepatch is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the eyepatch fails to end the curse on you. While cursed, you have disadvantage on all Wisdom (Perception) Checks relying on sight.
Beragors BoomhammerWeapon(Maul)Very RareWeapon(Maul)A combination of dwarven metal forging, an artificer's magical knowledge, and years of trial and error culminated in the creation of this weapon of pure power. Beragor Bluntbeard, the dwarven master smith, was the one who invented its design. Being a devout cleric of craft and a student of arcane knowledge, he used both to create this magnificent piece of work.You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 1d6 fire damage.

Big Boom!: As an Action you can fire a beam of energy from the maul that is 120 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, and half as much damage on a successful one. You can use this feature once per long rest.
Volcanic CoveringArmor(breastplate, half plate, or plate)Very Rare(Requires Attunement)Armor(breastplate, half plate, or plate)This armor consists of multiple plates of metal and looks as if its edges are made of molten hot magma.Superheated Armor: While wearing this armor, you gain a +2 bonus to AC in addition to the armor’s normal bonus,
and you have advantage on any Strength (Athletics) and Dexterity (Acrobatics) checks you make to escape from being grappled. Additionally, whenever a creature becomes grappled by you, or you become grappled by another creature, that creature immediately takes 2d8 fire damage. Until the grapple ends, the creature takes 2d8 fire damage at the start of each of their turns.
Brunhelga's Beard BobblesWondrousVery RareWondrousThis heavy necklace consists of a single finely crafted charm by the famed clan chief, Brunhelga Brawnbolt. She was known to be one of the most terrifying warriors ever to step foot onto the battlefield. The strikes of her weapons could be heard even amongst the shouts of battle. She defended her clan for centuries until she finally retired and chose to spend the rest of her life crafting beautiful jewelry, most of which she chose to use to adorn her braided mutton chops so that she could show them off to other dwarves who potentially wanted to own them. Right before she passed away she took all the jewelry she had left and put it onto one chain, offering it up to her clan members for them to sell and enrich the clan.You have resistance to lightning and thunder damage while you wear this necklace.
The necklace has 10 charges. While holding it, you may use an Action to expend 1 or more of its charges to cast one of the following spells from it, (save DC 17): Thunderwave (1 charge), Lightning Bolt (3 charges), Chain Lightning (6 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the necklace crackles and explodes dealing 3d10 lighting and 3d10 thunder damage to all creatures within 30 feet of it. The necklace is destroyed during the explosion.
Dwarven Treant ChopperWeapon(Any Axe)RareWeapon(Any Axe)You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a Plant with this weapon, it takes an extra 2d6 damage. For the purpose of this weapon, "Plant" refers to any creature with the plant type, including treants and fungi. If this weapon hits an object made of wood, the hit is automatically a critical hit.
Miners MulletWondrousUncommonWondrousThis helmet has a small lamp affixed to the front of it.Once per long rest, as an Action, you can light the lamp. It burns for up to 8 hours, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light.
Boots of SteelquaeWondrousRare(Requires Attunement)WondrousThese boots were forged near the planet’s tectonic plates, and the metals used were infused with the planet’s quaking. These steel boots have markings on either side that resemble cracks in the earth.Quake: As an Action you can forgo the remainder of your movement to stomp on the ground. Creatures within 10 feet of you must make a DC 12 Constitution Save. The DC of this save is increased by one for every 10 feet of movement you have remaining when you use this action. On a failed save, a creature is knocked prone and has its speed reduced by 20 until the end of their next turn. Creatures that fail their save by 5 or more have their speed reduced to 0 instead.

This feature can be used twice, and all expended uses are restored after a long rest.
Belt of Volcanic VigorWondrousVery Rare(Requires Attunement)WondrousThis belt is made of a special magical metal that helps conduct heat away from its wearer. The belt itself is filled with swirling lava and molten rocks.While attuned to this belt you gain a +1 bonus to your constitution score.


Too Hot to handle: Any time you would make a saving throw to reduce damage taken from a spell or effect that deals fire damage, any roll on the dice below a 11 is treated as an 11.
Hostile creatures that start their turn within 5 feet of you take 3 fire damage.
Worker's ApronWondrousUncommonWondrousThis black leather apron has 2 small pockets and 1 larger pocket. Additionally, while wearing these knuckles your unarmed strikes deal an extra 1d4 force damage. Each pocket contains an extradimensional space. The small pockets can hold up to 10 pounds of gear and the large pocket can hold 30 pounds. This apron always weighs 3 pounds no matter how much is put into the pockets. Placing an object in the Apron follows normal rules for interacting with objects. Retrieving an item requires an Action unless you have a feature such as the Thrown Weapon Fighting style, allowing you to pull out an appropriate weapon.
Stonemason's KnucklesWondrousUncommon(Requires Attunement)WondrousThis finely crafted pair of knuckle dusters are made from basalt. Each of the knuckles have dwarvish symbols on them.While attuned to these knuckles your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance. Additionally, while wearing these knuckles your unarmed strikes deal an extra 1d4 force damage.
Bridget's BrimmyWondrousRare(Requires Attunement)WondrousThis hat is pointy, crooked, and black as night. It is the perfect statement piece to complete a fashionable dark magic user’s ensemble. You’re looking more witchy already.Will of a Witch: Attuning to the hat imbues you with the willpower of a dark magic adept. Your Charisma score is increased by 2.

Face of a Witch (Curse): The longer you wear the hat, the more you look like a hag. Your nose grows long, thin, and pointy as your hat. You start to develop deep, ugly wrinkles, and your skin is covered in warts. You have disadvantage on Charisma checks made to interact with any creature that can see your face – except for hags. You have advantage on Charisma checks made to interact with hags.
Divination BonesWondrousUncommonWondrousThis is a glass wine bottle containing bones inside of it of all shapes and sizes. It is unknown how the bones managed to get inside of it. A finger bone is used to cork the bottle shut and is unable to be removed.Using an Action you can shake the jar stirring the bones around, in doing so you cast the spell Augury. You can do this a number of times per long rest equal to your proficiency bonus.

Using an Action you can shake the jar stirring the bones around, in doing so you cast the spell Augury. Roll 3D4 on the Divination Bones Table to see if there are any additional effects. You can use this property once per long rest.


5 or less: Your cast of augury can no longer result in Weal.


6 or more: For 1 hour divination spells you cast with a duration of 10 minutes or less have their duration doubled.


9 or more: Your cast of augury can no longer result in woe, additionally for 1 hour add +1 to your spell DC when casting Divination Spells.
The Black Cat PendantWondrousRare(Requires Attunement)WondrousThis amulet consists of a thin silver chain looping through a jet-black gemstone in the shape of a house cat. It is a peculiar, yet understated, piece of jewelry. The cats sure seem to like it though.Cat Charm: Cats can’t get enough of you while you are attuned to this amulet. You have advantage on all charisma checks made to interact with feline creatures, such as house cats, tigers, and Feline Humanoid Races.

Bound Familiar: Living within the Cat Pendant is a black cat familiar. You may use the amulet to cast find familiar to summon it once per long rest.

Cat Whisperer: Once per short rest, you can speak with animals to communicate with feline creatures.
The Blade of Malignant WillWeapon(Dagger)Very Rare(Requires Attunement)Weapon(Dagger)This evil obsidian blade was created by a long-forgotten coven of witches with the explicit purpose of making human sacrifices to their dark god.Ritual Slaughter: The Blade of Sacrifice deals double damage against incapacitated creatures. For every incapacitated humanoid slain, the daggers damage increases by 1, to a maximum of +5. The dagger’s damage modifier resets when you take a long rest.

Dark Ritual: Once per long rest, within one minute of killing an incapacitated humanoid with the blade of sacrifice, you can begin to cast the commune spell at 5th level, without the use of components, provided that the entity contacted is not of good alignment.

Demand of Sacrifice (Curse): After your first Dark Ritual, the dagger is awakened. It begins whispering to you in the soft voice of the entity you contacted, demanding more sacrifices. The longer you go without making another sacrifice, the louder and more impatient the entity becomes. You cannot willingly become unattuned from the dagger. If you go 24 hours without making a sacrifice (killing an incapacitated creature with the dagger), you begin to have dreadful nightmares. As long as these nightmares persist, you cannot benefit from the effects of a long rest. When you make a sacrifice, the voice is immediately quieted and the nightmares end.
Tome of Blood MagicWondrous(Spellcasting Focus)Legendary(Requires Attunement)Wondrous(Spellcasting Focus)This wicked book is bound in the flesh of its creator’s victims. Its spells are scrawled in the blood of the innocent. It is a truly horrific book of forbidden magic used only by the most cruel and villainous of casters.Blood Magic: The Tome is filled with knowledge on how to use blood magic to cast spells. The following spells are always prepared and don’t count toward your prepared spell list, as they are cast directly from the book and require no other components:
Hex, remove curse, bestow curse, life transference, vampiric touch, hold person, compulsion, hold monster, dominate person, dominate monster, harm

Additionally, you gain 10 charges, which can be used to the spells from the list above, expending charges equal to the spell level when cast.

Blood Hex
Attuning to the Tome gives you knowledge of an advanced method of casting the Hex spell known as the Blood Hex. When you cause necrotic damage to a creature under your hex, you may use a bonus action to regain hit points equal to half of the necrotic damage you dealt to the creature. Additionally, whenever the target of your hex makes an ability check, saving throw, or attack roll, you can use your reaction to give them disadvantage on the roll.

Augmented Blood
You are resistant to necrotic damage and immune to poison and disease and have advantage on saving throws and ability checks that rely on Constitution.
Witch's Brew SuppliesWondrous(Spellcasting Focus)Very Rare(Requires Attunement)Wondrous(Spellcasting Focus)Alchemy Made Easy
While attuned to the Witch’s Brew Supplies, you have proficiency in alchemist’s supplies. If you were already proficient, your proficiency score is doubled.

Witch’s Brew
Whenever you finish a long rest, you can produce a witch’s brew in an empty flask using your supplies. Roll a d6 on the Witch’s Brew Table for the potion’s effects. Which are triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. Any potion you create with this feature must be consumed within 24 hours or it will spoil and have no effect. The effects of a Witch’s Brew last for a duration of 24 hours, or until they are countered by an effect that removes magic, such as dispel magic.

Witch’s Brew Table
Sleep Brew:
The Drinker falls into a magical slumber for the duration.

Forgetful Brew: The drinker instantly passes out for 30 seconds (or until they take damage), after which they will wake up with no memory of the events of the last 24 hours. This effect is permanent unless lifted magically.

Lover’s Brew: The drinker is charmed by the first creature they see after consuming the potion. While charmed in this way, they believe themselves to be deeply in love with the creature and would do almost anything for them.

Frog’s Brew: The drinker is instantly transformed into a frog, as if by the polymorph spell. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.

Deadly Brew: The drinker instantly takes 14d6 poison damage and is poisoned for the duration. While poisoned in this way, their hit point maximum is reduced by the amount of poison damage taken.

Growth Brew: The drinker instantly grows one size category, doubling their height and weight. Their strength is increased by 5 and their intelligence is diminished by 5 for the duration. If this results in an intelligence score of 5 or less, they lose their ability to speak.
WindsearWondrousVery Rare(Requires Attunement)WondrousThis cape was made from the green and red feathers of a Giant Ardentwing. These huge birds are known for relentlessly pursuing their prey despite any risk to themselves or others.
Soar:
Once per long rest, as a Bonus action, you can fly straight up 40 Feet into the air. From there you can glide downwards in any direction, using your movement speed as normal. For every 5 feet you move laterally, you also fall 5 feet. If at the end of your turn you have not fallen at least 5 feet, you fall 5 feet. While airborne using this property you can use each of the following features once:

Skystrike: As an action, you perilously dive straight at a creature within 60 feet of you, landing in a space within 5 feet of it. Then you make a melee weapon attack on the creature with +1 to hit and + 1 to damage for every 10 feet you traveled to reach the creature.

Flare Feather: As an action, you furiously beat the wings of Windsear, causing its flaming feathers to bolt towards a space you can see within 60 Feet. All creatures within 10 feet of the target space must make a DC 16 Dexterity saving throw, taking 3d8 Fire Damage + 2d6 Piercing damage on a failed save, and half as much on a Success.
Wolf Lords MantleWondrousVery Rare(Requires Attunement)Wondrous
Keen Sense:
While attuned to this item, you emanate an aura that grants you and allies within 30 feet of you advantage on Wisdom (perception) checks relying on hearing or smell.

Lord’s Call: Once per long rest you can use an action to shout out a howl for your pack to hear.When you do so, each ally within 30 feet of you can use their reaction to make a weapon attack with advantage against the closest hostile creature within their range.

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