Chapter 5: Treasures
Those who are bold or cunning enough can find treasures aplenty to reward their exploits in Ravnica. Coins change hands in back alleys, chests of riches are laden onto beasts of burden, and fine objects of art stand on display in museums and galleries. Obscene wealth lies secreted away in Orzhov vaults, the Azorius Senate’s payroll is a bureaucratic tangle, and House Dimir greases countless palms with an apparently endless fortune. And items of magic lure adventurers and thieves with the promise of greater power.
Coins in Treasure
When you use the treasure tables in chapter 7 of the Dungeon Master’s Guide, you can change the type of coinage found if you’d like to associate the coins with a particular guild. For more information about coinage in Ravnica, see the “Currency: Zibs and Zinos” section in this source’s introduction.
Copper pieces encountered in treasure are either standard Azorius zibs or Orzhov alms-coins. A pouch of alms-coins might belong to someone who has been impoverished — or someone who makes a habit of robbing from the poor. A chest full of alms-coins could be an Orzhov lockbox used to hold the coins before they are distributed to the poor.
Silver coins minted by the Azorius Senate are worth 25 cp, so they might be found in smaller numbers than the standard silver pieces mentioned on the treasure tables. They are common currency, so they’re found in the coin purses of virtually everyone in Ravnica. A hoard of silver coins might be amassed by a miser or stored in a bank vault (or stolen from such places).
Electrum pieces found in treasure are Azorius 50-zib coins. These coins are more common than electrum pieces are on most other D&D worlds, and they serve a function very similar to the silver 25-zib coins. You might reflect this fact by turning some silver pieces found as treasure into electrum pieces.
Gold coins in treasure translate directly to 1-zino coins, which could be the standard coins of Azorius mint or Boros coins (which might have been used as the weekly pay of a soldier in the Legion). A treasure might include Boros 5-zino coins, representing the salary of an officer or a payment made from the Legion to another guild.
Platinum pieces found in treasure are Orzhov 10-zino coins. They might have originally belonged to an Orzhov pontiff. Perhaps they were withdrawn from an account in an Orzhov bank — which suggests someone wealthy and powerful, possibly with criminal connections. A significant treasure find might include a stash of Orzhov 100-zino coins (one-tenth the number of platinum pieces found on the treasure table), which almost certainly belongs to a powerful Orzhov scion who wants it back.
A guild charm is a magical effect placed on an otherwise mundane item. Charms are often given to favored members of the guild — those whose renown scores with their guilds have reached 10 or higher — or those entrusted with important missions. A charm typically manifests as the guild’s symbol emblazoned on an item that is worn or carried by the chosen creature.
A guild charm can be used only a certain number of times before it vanishes, and only by the creature upon which it was bestowed. If you use a charm to cast a spell, you can do so without expending a spell slot or providing any components. The spell’s save DC is 15, its attack bonus is +7, and the spellcasting ability modifier for any spell effects is +4.
A charm can’t be used in the area created by an antimagic field spell or a similar effect. The guildmaster of the charm’s guild can revoke the charm as an action, but otherwise the charm can’t be removed from the object on which it was placed by anything short of divine intervention or a wish spell.
The charms associated with each guild are described below.
When you activate this charm, you can cast the crusader’s mantle or haste spell. Alternatively, you can cast the guiding bolt spell, and if it hits, you regain a number of hit points equal to the damage it deals. The charm vanishes after you activate it.
When you activate this charm, you can cast the blink or sleep (3rd-level version) spell. Alternatively, when you take damage, you can use your reaction to turn invisible and teleport up to 30 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. The charm vanishes after you activate it.
When you activate this charm, you can cast the heroism or thunderwave spell (3rd-level versions). Alternatively, as a reaction when you miss with a weapon attack, you can make another attack against the target you missed. The charm vanishes after you activate it.
When you activate this charm, you can cast the dispel magic or lightning bolt spell. Alternatively, as an action, you can regain one expended spell slot of 3rd level or lower. The charm vanishes after you activate it.
When you activate this charm, you can cast the bestow curse or fear spell. Alternatively, when a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to have it drop to 1 hit point instead. The charm vanishes after you activate it.
When you activate this charm, you can cast the aura of vitality or conjure animals spell. Alternatively, as an action, you can give up to three creatures of your choice within 30 feet of you resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. The charm vanishes after you activate it.
Magic items are abundant on Ravnica. Izzet workshops and foundries create a plethora of wild and often dangerous items, and spellcasters from every guild craft items for their own use and that of their guild mates. More powerful items are created in grand experiments or by angelic blessings, or they find their way out of hidden vaults and ancient underground ruins.
Guilds and Magic Items
Each of Ravnica’s guilds has an affinity for certain magic items. This section identifies the magic items most likely to be created, used, or valued by each guild. The lists include the magic items in this source (referred to as GGR) and in the Dungeon Master’s Guide (DMG) that are particularly appropriate for the guilds.
The guild lists are by no means comprehensive; the guilds are happy to use whatever resources become available to them, magical or otherwise. But the items shown here are particularly prized and even coveted by the guilds. Word of the discovery of a holy avenger, for example, can mobilize a whole Boros garrison to search for it and claim it for the legion’s use. And if such an item is stolen from the Boros, the legion will go to equal lengths to reclaim it and punish the thieves.
Some items created on Ravnica are prized by all the guilds; they are listed on the General Items table.
|Very rare||Illusionist's bracers||GGR|
|Very rare||Peregrine mask||GGR|
|Very rare||Sword of the paruns||GGR|
|Very rare||Voyager staff||GGR|
The members of the Azorius Senate use, and sometimes craft, magic items that help them subdue and dominate wrongdoers. Items that heighten the user’s vigilance are also highly valued among the guild’s arresters.
|Uncommon||Azorius Guild signet||GGR|
|Uncommon||Lantern of revealing||DMG|
|Uncommon||Weapon of warning||DMG|
|Rare||Bead of force||DMG|
|Rare||Iron bands of Bilarro||DMG|
|Rare||Rope of entanglement||DMG|
|Rare||Wand of binding||DMG|
|Very rare||Rod of alertness||DMG|
|Very rare||Rod of security||DMG|
|Legendary||Rod of lordly might||DMG|
Weapons of war and items imbued with the holiness of the angels are the favored magic items of the Boros Legion. Some of these items are created by the blessing of Aurelia herself, while others are relics dating back to the legion’s founder, Razia, or other venerated figures of the past.
|Uncommon||Boros Guild signet||GGR|
|Rare||Daern's instant fortress||DMG|
|Rare or greater||Horn of Valhalla||DMG|
|Very rare||Spellguard shield||DMG|
Anything that enhances stealth or facilitates spying is precious to House Dimir. Agents of the guild disguise themselves, turn invisible, and shield their own minds while they pry into the minds of others.
|Uncommon||Amulet of proof against detection and location||DMG|
|Uncommon||Dimir Guild signet||GGR|
|Uncommon||Hat of disguise||DMG|
|Uncommon||Medallion of thoughts||DMG|
|Uncommon||Ring of mind shielding||DMG|
|Very rare or greater||Crystal ball||DMG|
|Very rare||Dimir keyrune||GGR|
|Legendary||Cloak of invisibility||DMG|
|Legendary||Ring of invisibility||DMG|
The members of the Golgari Swarm are scavengers who retrieve lost items from the undercity, which means that Golgari agents could conceivably end up in possession of any magic item of any origin. The items the Golgari prefer often involve stealth, insects, or poison.
|Uncommon||Boots of elvenkind||DMG|
|Uncommon||Cloak of elvenkind||DMG|
|Uncommon||Golgari Guild signet||GGR|
|Uncommon||Pipes of the sewers||DMG|
|Rare||Dagger of venom||DMG|
|Rare||Staff of swarming insects||DMG|
|Very rare||Cloak of arachnida||DMG|
|Very rare||Golgari keyrune||GGR|
|Very rare||Ring of regeneration||DMG|
The members of the Gruul Clans are as likely to destroy magic items as they are to use them, but certain weapons and strength-enhancing items are well suited to their tastes.
|Uncommon||Gauntlets of ogre power||DMG|
|Uncommon||Gruul Guild signet||GGR|
|Rare or greater||Belt of giant strength||DMG|
|Rare||Horn of blasting||DMG|
|Rare||Ring of the ram||DMG|
|Rare||Stone of controlling earth elementals||DMG|
|Legendary||Ring of spell turning||DMG|
The Izzet League is the most prolific creator of magic items in Ravnica. Its inventions can be unpredictable and downright dangerous, but they can also be useful tools, weapons, and implements of magical manipulation. Izzet researchers are prone to giving their magic items special names, so what one person might call a staff of thunder and lightning might be an electrosonic field manipulator to its Izzet wielder.
|Uncommon||Izzet Guild signet||GGR|
|Uncommon||Headband of intellect||DMG|
|Rare||Bowl of commanding water elementals||DMG|
|Rare||Brazier of commanding fire elementals||DMG|
|Rare||Censer of controlling air elementals||DMG|
|Rare||Wand of wonder||DMG|
|Very rare||Manual of golems||DMG|
|Very rare||Staff of thunder and lightning||DMG|
|Legendary||Apparatus of Kwalish||DMG|
|Legendary||Ring of elemental command||DMG|
|Legendary||Staff of the magi||DMG|
The oligarchs and pontiffs of the Orzhov Syndicate view possession of magic items as a mark of status, whether those items are ostentatiously on display or hidden away in a vault. Items that the guild creates are often extremely ornate; Orzhov-made wings of flying, for example, might have the appearance of bird wings where every feather looks like colorful stained glass. Items that magically increase the wearer’s imposing presence and authority are especially coveted in the syndicate.
|Uncommon||Eyes of charming||DMG|
|Uncommon||Orzhov Guild signet||GGR|
|Rare||Rod of rulership||DMG|
|Rare||Wings of flying||DMG|
|Very rare||Mirror of life trapping||DMG|
|Very rare||Tome of leadership and influence||DMG|
|Legendary||Sphere of annihilation||DMG|
Fire, pain, spectacle, and just enough random destruction to make life enjoyable — that’s all Rakdos cultists want out of their magic items. Items that magically create fire, leave lingering wounds, instill fear, or randomly devour objects put inside them are all sources of delight for members of the Cult of Rakdos.
|Uncommon||Deck of illusions||DMG|
|Uncommon||Rakdos Guild signet||GGR|
|Uncommon||Potion of fire breath||DMG|
|Rare||Cape of the mountebank||DMG|
|Rare||Mace of terror||DMG|
|Rare||Necklace of fireballs||DMG|
|Rare||Sword of wounding||DMG|
|Rare||Wand of fear||DMG|
|Rare||Wand of fireballs||DMG|
|Very rare||Bag of devouring||DMG|
|Very rare||Dancing sword||DMG|
|Very rare||Demon armor||DMG|
|Very rare||Nine lives stealer||DMG|
|Very rare||Staff of fire||DMG|
|Very rare||Sword of sharpness||DMG|
Members of the Selesnya Conclave cherish magic items that heal and protect, items that call on the forces of nature (and the will of Mat’Selesnya), and weapons of fine elven elegance. Such items are often made from natural materials such as wood and leather and might incorporate leaves and vines.
|Uncommon||Bag of tricks||DMG|
|Uncommon||Bracers of archery||DMG|
|Uncommon||Selesnya Guild signet||GGR|
|Uncommon or greater||Instrument of the bards||DMG|
|Uncommon||Periapt of health||DMG|
|Uncommon||Periapt of wound closure||DMG|
|Rare||Elixir of health||DMG|
|Rare||Periapt of proof against poison||DMG|
|Rare||Ring of animal influence||DMG|
|Rare||Staff of healing||DMG|
|Rare||Staff of the woodlands||DMG|
|Very rare||Staff of thunder and lightning||DMG|
|Legendary||Rod of resurrection||DMG|
The Simic Combine spends more of its time altering the biological processes of living creatures than it does working on magic items. Its preferred items either facilitate physical transformation or are creatures themselves — symbiotic life forms engineered to provide Simic researchers and soldiers with new capabilities.
|Uncommon||Cap of water breathing||DMG|
|Uncommon||Cloak of the manta ray||DMG|
|Uncommon||Decanter of endless water||DMG|
|Uncommon||Simic Guild signet||GGR|
|Uncommon||Necklace of adaptation||DMG|
|Uncommon||Ring of swimming||DMG|
|Uncommon||Trident of fish command||DMG|
|Rare||Cloak of the bat||DMG|
|Very rare||Manual of bodily health||DMG|
|Very rare||Wand of polymorph||DMG|
Magic Item Descriptions
This section presents an assortment of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on magic items.
Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild’s headquarters and outposts. At the DM’s discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild.
When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t enough space for the creature, the keyrune doesn’t transform. See the Monster Manual for the creature’s stat block — the name of which is given in bold in the keyrune’s description — unless you’re directed to chapter 6 of this source instead.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
The creature exists for a duration specific to each keyrune. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
Azorius Keyrune (Rare). This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle’s eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.
Boros Keyrune (Rare). Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.
Dimir Keyrune (Very Rare). This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it — usually an assignment to take over someone’s body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.
Golgari Keyrune (Very Rare). Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.
Gruul Keyrune (Rare). This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour.
Izzet Keyrune (Rare). Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird (see chapter 6 for the stat block) that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.
Orzhov Keyrune (Rare). This keyrune is carved from white marble with veins of black. The end is shaped like a thrull’s head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull (see chapter 6 for the stat block) for up to 2 hours. If you don’t come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.
Rakdos Keyrune (Uncommon). This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler (see chapter 6 for the stat block) for up to 1 hour.
Selesnya Keyrune (Rare). Carved from white and green marble in the shape of a wolf’s head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can’t speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically.
Simic Keyrune (Uncommon). This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis (see chapter 6 for the stat block) that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.
Ring, uncommon (requires attunement)
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild’s recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Guild Signet Spells
Wondrous item, very rare (requires attunement by a spellcaster)
A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers’ power, though, extends far beyond illusions.
While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Mizzium is a magic-infused steel alloy used by the Izzet League in a tremendous variety of ways, from providing the physical structure of weirds to crafting the tools used in other manufacturing. Runic markings help to channel and control the elemental energy that flows through the metal.
The magical properties of the metal are difficult to define succinctly. It is as hard as adamantine, except when it is transformed into a gaseous suspension. It has a high melting point, except when it is found in liquid form at cool autumn temperatures. Izzet chemisters can readily explain that mizzium helps to maximize metasteam potentials, realize fractional element-binding, and transduce local weird-field radicals, but no one understands what any of that means.
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class’s spell list and of a level for which you have a spell slot, and you must provide the spell’s components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don’t know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
|2||chaos bolt (see chapter 2)|
|2||gust of wind|
|4||Melf’s acid arrow|
|2||conjure minor elementals|
|3||Evard’s black tentacles|
|3||cone of cold|
Armor (medium or heavy, but not hide), rare
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Wondrous item, rare
This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that’s pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn.
Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Mizzium Bombard. You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.
For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.
Armor (shield), rare (requires attunement)
Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.
You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
Wondrous item, very rare (requires attunement)
While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls.
Wondrous item, uncommon (requires attunement)
A pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.
As an action, you can cause the pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
Each time you use the pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the pyroconverger malfunctions: you take 4d6 fire damage, and you can’t use the pyroconverger again until you finish a long rest.
Weapon (dagger), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature’s soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls.
For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.
The dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released.
Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can’t use this property again until you finish a long rest.
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
Wondrous item, uncommon (requires attunement)
This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another spies' murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you’re incapacitated.
Weapon (warhammer), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a short or long rest.
If you don’t call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Sword of the Paruns
Weapon (longsword), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you’re holding the sword:
- Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
- Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.
- Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.
Staff, very rare (requires attunement by a spellcaster)
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.