Nova Axe Dungeons & Druddigons Greateaxe, rare (requires attunement) A series of Pokemon turned into items! Since there are 800+ This axe can be modelled after Charmeleon, Quilava, Pokemon, there will be redundancies if I make an item for Combusken, Monferno, Pignite, and Braixen. each Pokemon. Instead, I will be doing unique attacks and Blast Burn. Once per short or long rest, when you attack abilities, and then listing Pokemon the item would cover. with this axe, you can make it explode in 15 foot cone. Any In addition, not every Pokemon will be covered here. With creature within the cone must make a DC 13 Dexterity saving that in mind, a basic weapon for that Pokemon might be a throw. A creature takes 4d6 fire damage on a failed save, or solid option! half as much on a successful one. Finally, most items can evolve, as they can in the games. This is detailed at the end. Nova Axe Greateaxe, very rare (requires attunement) This axe can be modelled after , Typhlosion, Regular Pokemon , Infernape, Emboar, and Delphox. Sword of the Vines Blast Burn. Once per short or long rest, when you attack Greatsword, uncommon (requires attunement) with this axe, you can make it explode in 15 foot cone. Any This sword can be modelled after , , creature within the cone must make a DC 15 Dexterity saving Treeko, and Snivy. It can be used for Turtwig, but would be a throw. A creature takes 5d6 fire damage on a failed save, or Maul instead. half as much on a successful one. Frenzy Plant. As an attack, you can stab this sword in the ground, causing vines to spread from it in a 20 foot radius. Geyser Lance Any creature, other than yourself, that is in this area must Lance, uncommon (requires attunement) make a DC 11 Dexterity saving throw, or they become This lance can be modelled after; , Totodile, restrained by vines. The vines remain for as long as the , Piplup, and Oshawott. sword is in the ground, and it takes a DC 13 Strength check Hydro Cannon. Once per short or long rest, when you to break them. make an attack with this lance, you can shoot out a 30 foot long, 5 foot wide line of water. Any creature caught in this line Sword of the Vines needs to make a DC 11 Strength saving throw or get pushed Greatsword, rare (requires attunement) back 20 feet. This sword can be modelled after Ivysaur, Bayleaf, Grovyle, and Servine. It can be used for Grotle, but would be a Maul Geyser Lance instead. Lance, rare (requires attunement) Frenzy Plant. As an attack, you can stab this sword in the This lance can be modelled after; Wartortle, Croconaw, ground, causing vines to spread from it in a 20 foot radius. Marshtomp, Prinplup, and Dewott. Any creature, other than yourself, that is in this area must Hydro Cannon. Once per short or long rest, when you make a DC 13 Dexterity saving throw, or they become make an attack with this lance, you can shoot out a 30 foot restrained by vines. The vines remain for as long as the long, 5 foot wide line of water. Any creature caught in this line sword is in the ground, and it takes a DC 13 Strength check needs to make a DC 13 Strength saving throw or get pushed to break them. back 20 feet.

Sword of the Vines Geyser Lance Greatsword, very rare (requires attunement) Lance, very rare (requires attunement) This sword can be modelled after , Meganium, This lance can be modelled after; , Feraligatr, Sceptile, and Serperior. It can be used for Torterra, but would Swampert, Empoleon, and Samurott. be a Maul instead. Hydro Cannon. Once per short or long rest, when you Frenzy Plant. As an attack, you can stab this sword in the make an attack with this lance, you can shoot out a 30 foot ground, causing vines to spread from it in a 20 foot radius. long, 5 foot wide line of water. Any creature caught in this line Any creature, other than yourself, that is in this area must needs to make a DC 15 Strength saving throw or get pushed make a DC 15 Dexterity saving throw, or they become back 20 feet. restrained by vines. The vines remain for as long as the sword is in the ground, and it takes a DC 15 Strength check Thick Armor to break them. Wondrous item, rare (requires attunement) This set of armor can be modelled after; Metapod, Kakuna, Nova Axe Silcoon, Cascoon, and Spewpa. Greateaxe, uncommon (requires attunement) Harden. You can use a bonus action to harden the armor, This axe can be modelled after , Cyndaquil, gaining +1 to your armor class for 1 minute. This effect Torchic, Chimchar, Tepig, and Fennekin. cannot stack. Blast Burn. Once per short or long rest, when you attack with this axe, you can make it explode in 15 foot cone. Any Forceful Goggles creature within the cone must make a DC 11 Dexterity saving Wondrous item, rare (requires attunement) throw. A creature takes 3d6 fire damage on a failed save, or The design for these goggles can take after; Venonat. half as much on a successful one. Tinted Lens. Any attacks you make that are resisted, you deal an extra 1d4 damage. Forceful Goggles Risky Club Wondrous item, very rare (requires attunement) Club, rare (requires attunement) These goggles can be modelled after; Butterfree, This club can be modelled after; Alolan Rattata. Venomoth, Illumise, Mothim, and Sigilyph. Hustle. When you attack with this club, you can choose to Tinted Lens. Any attacks you make that are resisted, you make it at disadvantage. If you hit while at disadvantage from deal an extra 2d4 damage. this feature, you deal an extra 1d4 damage.

Bow of Rare Power Risky Club Longbow, uncommon (requires attunement) Club, very rare (requires attunement) This bow can be modelled after; Horsea. This club can be modelled after; Alolan Ratcate and Sniper. Critical hits with this bow deal an extra 2 damage. Durant. Hustle. When you attack with this club, you can choose to Bow of Rare Power make it at disadvantage. If you hit while at disadvantage from Longbow, rare (requires attunement) this feature, you deal an extra 2d4 damage. This bow can be modelled after; Spearow, Seadra, Remoraid, Spinarak, and Skorupi. Frightening Helm Sniper. Critical hits with this bow deal an extra 4 damage. Wondrous item, rare (requires attunement) This helm can be modelled after; Ekans, Growlithe, and Bow of Rare Power Snubbull. Longbow, very rare (requires attunement) Intimidate. This helm has 3 charges, regaining 1d4-1 This bow can be modelled after; Beedrill, Fearow, Kingdra, charges at dawn. As a bonus action, you can expend a charge, Octillery, Ariados, and Drapion. allowing you to let off a frightful presence. Up to 3 creatures Sniper. Critical hits with this bow deal an extra 6 damage. of your choice, within 60 feet of you, must make a DC 13 Wisdom saving throw or become fears of you for 1 minute. Goggles of Pure Sight Wondrous item, uncommon (requires attunement) Frightening Helm These goggles can be modelled after; Pidgey. Wondrous item, very rare (requires attunement) Keen Eye. You have advantage on Wisdom (Perception) This helm can be modelled after; Arbok, Arcanine, checks that rely on sight. , Granbull, and Hitmontop. Intimidate. This helm has 3 charges, regaining 1d4-1 Goggles of Pure Sight charges at dawn. As a bonus action, you can expend a charge, Wondrous item, rare (requires attunement) allowing you to let off a frightful presence. Up to 3 creatures These goggles can be modelled after; Pidgeotto, Patrat, of your choice, within 60 feet of you, must make a DC 15 and Ducklett. Wisdom saving throw or become fears of you for 1 minute. Keen Eye. You have advantage on Wisdom (Perception) checks that rely on sight. In addition, once per long rest, if Rod of Attraction you miss with an attack, you can re-roll the attack. Rod, uncommon (requires attunement) This rod can be modelled after; and Rhyhorn. Goggles of Pure Sight Lightningrod. This rod has 3 charges, and regains 1d4-1 Wondrous item, very rare (requires attunement) charges at dawn. If you witness any instance of lightning These goggles can be modelled after; Pidgeot, Watchog, damage, you can expend a charge as a reaction and and Swanna. completely redirect that damage to you, taking the damage. Keen Eye. You have advantage on Wisdom (Perception) checks that rely on sight. In addition, twice per long rest, if Rod of Attraction you miss with an attack, you can re-roll the attack. Rod, rare (requires attunement) This rod can be modelled after; , Rhydon, Swift Boots Electrike, and Blitzle. Wondrous item, rare (requires attunement) Lightningrod. This rod has 3 charges, and regains 1d4-1 These boots can be modelled after; Rattata, Ponyta, and charges at dawn. If you witness any instance of lightning Doduo. damage, you can expend a charge as a reaction and Run Away. You do not trigger attacks of opportunity. completely redirect that damage to you, taking half damage.

Swift Boots Rod of Attraction Wondrous item, very rare (requires attunement) Rod, very rare (requires attunement) These boots can be modelled after; Raticate, Rapidash, and This rod can be modelled after; Raichu, Rhyperior, Dodrio. Manectric, and Zebstrika. Run Away. You do not trigger attacks of opportunity and Lightningrod. This rod has 3 charges, and regains 1d4-1 can take the Dash action as a bonus action. charges at dawn. If you witness any instance of lightning damage, you can expend a charge as a reaction and completely redirect that damage to you, taking no damage. Surging Greaves Enchanting Mace Wondrous item, very rare (requires attunement) Mace, uncommon (requires attunement) These greaves can be modelled after; Alolan Raichu. This mace can be modelled after; Cleffa. Surge Surfer. As you move, you leave a trail of harmless Follow Me. This mace has 4 charges, regaining 1d4 electricity behind you, that lasts for 1 minute. As a bonus charges at dawn. Whenever you hit a creature with this mace, action, you can teleport to any unoccupied point on this you can expend a charge, forcing a creature to make a DC 11 electric path. Wisdom saving throw. On a failed save, the creature strongly desires to only attack you for 1 minute. Staff of the Circle Staff, rare (requires attunement) Enchanting Mace This staff can be modelled after; Sandshrew, Tentacool, Mace, rare (requires attunement) Staryu, Pineco, Phanpy, Baltoy, and Bermite. This mace can be modelled after; Clefairy, and Sentret. Rapid Spin. Once per short or long rest, you can spin Follow Me. This mace has 4 charges, regaining 1d4 while attacking with this staff. You deal damage to any target charges at dawn. Whenever you hit a creature with this mace, within 5 feet of you, instead of a single target. you can expend a charge, forcing a creature to make a DC 13 Wisdom saving throw. On a failed save, the creature strongly Staff of the Circle desires to only attack you for 1 minute. Staff, very rare (requires attunement) This staff can be modelled after; Sandslash, Tentacruel, Enchanting Mace Starmie, Forretress, Donphan, Claydol, and Avalugg. Mace, very rare (requires attunement) Rapid Spin. Once per short or long rest, you can spin This mace can be modelled after; Clefable, Furret, and while attacking with this staff. You deal damage to any target Pachirisu. within 5 feet of you, instead of a single target. In addition, any Follow Me. This mace has 4 charges, regaining 1d4 difficult terrain within the area of effect gets removed. charges at dawn. Whenever you hit a creature with this mace, you can expend a charge, forcing a creature to make a DC 15 Snow Boots Wisdom saving throw. On a failed save, the creature strongly Wondrous item, uncommon (requires attunement) desires to only attack you for 1 minute. These boots can be modelled after; Alolan Sandshrew and Cubchoo. Staff of the Sun Slush Rush. You ignore difficult terrain caused by ice or Staff, very rare (requires attunement) snow. This staff can be modelled after; Ninetales and Torkoal. Drought. This staff has 3 charges, and regains 1d4-1 Snow Boots charges at dawn. As a bonus action, you can expend a charge, Wondrous item, rare (requires attunement) summoning a light that sheds bright light in a 60 foot radius, These boots can be modelled after; Alolan Sandslash and and dim light for an additional 30 feet, and lasts for 1 minute. Beartic. This light floats at any height of your choice, and follows you. Slush Rush. You ignore difficult terrain caused by ice or While this light is active, any fire damage you deal is doubled, snow. In addition, you leave a trail of harmless ice behind you, and any effects that rely on the sun can also be used under that lasts for 1 minute. As a bonus action, you can teleport to this light. Any creature that ends their turn within the area of any unoccupied section of ice. the bright light takes 1d4 fire damage.

Forceful Scimitar Staff of the Tundra Scimitar, rare (requires attunement) Staff, very rare (requires attunement) This scimitar can be modelled after; Nidorino, Nidorina, This cloak can be modelled after; Alolan Ninetales, and Cranidos. Abomasnow, Vanilluxe and Aurorus. Sheer Force. This scimitar has 3 charges, regaining 1d4-1 Snow Warning. This staff has 3 charges, and regains 1d4- charges at dawn. When you hit a target with this sword, you 1 charges at dawn. As a bonus action, you can expend a can expend a charge to deal 1d6 extra damage, however this charge, summoning a hailstorm in a 20 foot radius, centered attack cannot critically hit. around yourself. The area becomes heavily obscured and difficult terrain, however you are unaffected. Any creature, Forceful Scimitar other than yourself, that ends its turn within the area, takes Scimitar, very rare (requires attunement) 1d4 cold damage. This scimitar can be modelled after; Nidoking, Nidoqueen, Rampardos, and Druddigon. Flute of the Lullaby Sheer Force. This scimitar has 3 charges, regaining 1d4-1 Wondrous item, uncommon (requires attunement) charges at dawn. When you hit a target with this sword, you This flute can be modelled after; Igglybuff. can expend a charge to deal 2d6 extra damage, however this Sing. Once per short or long rest, you can cast the spell attack cannot critically hit. Sleep from this flute as an action. Flute of the Lullaby Spore Vial Wondrous item, rare (requires attunement) Wondrous item, very rare (requires attunement) This flute can be modelled after; and Kricketot. This vial can be modelled after; Vileplume and Shiinotic. Sing. Once per short or long rest, you can cast the spell Effect Spore. This vial is filled with tiny spores. Once a Sleep from this flute as a bonus action. day, these spores can be applied to your armor, or body if you have no armor, and last for 1 hour. The first time a creature Flute of the Lullaby hits you with a melee attack, they must make a DC 15 Wondrous item, very rare (requires attunement) Constitution saving throw. On a failed save, the creature This flute can be modelled after; Wigglytuff, Kricketune, randomly becomes either paralyzed, poisoned, or put to sleep. and Chatot. Sing. Once per short or long rest, you can cast the spell Dry Cloak Sleep from this flute as a bonus action. You can cast this spell Wondrous item, rare (requires attunement) as if it were cast from a 4th-evel spell slot. This cloak can be modelled after; Paras and Smoochum. Dry Skin. Any time you drink water, you heal for 2d4+2 hit Slippery Dagger points. However, you are vunerable to fire based damage. Dagger, uncommon (requires attunement) This dagger can be modelled after; Zubat and Hoppip. Dry Cloak Infiltrator. This dagger has 1 charge, and regains all Wondrous item, very rare (requires attunement) expended charges at dawn. Using a charge, you can ignore a This cloak can be modelled after; Parasect and . target's armor class, automatically hitting with this dagger. Dry Skin. Any time you drink water, you heal for 4d4+4 hit points. However, you are vunerable to fire based damage. Slippery Dagger Dagger, rare (requires attunement) Earthen Shackles This dagger can be modelled after; Golbat, Skiploom, Wondrous item, rare (requires attunement) Espurr, and Noibat. These shackles can be modelled after; Diglett. Infiltrator. This dagger has 2 charges, and regains 1d4-2 Arena Trap. As an action, you can clamp these shackles charges at dawn. Using a charge, you can ignore a target's around a creature. The creature becomes restrained, and armor class, automatically hitting with this dagger. needs to succeed a DC 13 Strength saving throw in order to break free. Slippery Dagger Dagger, very rare (requires attunement) Earthen Shackles This dagger can be modelled after; Crobat, Jumpluff, and Wondrous item, very rare (requires attunement) Noivern. These shackles can be modelled after; Dugtrio. Infiltrator. This dagger has 3 charges, and regains 1d4-1 Arena Trap. As an action, you can clamp these shackles charges at dawn. Using a charge, you can ignore a target's around a creature. The creature becomes restrained, and armor class, automatically hitting with this dagger. needs to succeed a DC 15 Strength saving throw in order to break free. Spore Vial Wondrous item, uncommon (requires attunement) Threaded Armor This vial can be modelled after; Oddish. Wondrous item, rare (requires attunement) Effect Spore. This vial is filled with tiny spores. Once a This armor can be modelled after; Alolan Diglett. day, these spores can be applied to your armor, or body if you Tangling Hair. A creature that hits you with a melee attack have no armor, and last for 1 hour. The first time a creature loses 5 feet of their movement. This ability can stack. hits you with a melee attack, they must make a DC 11 Constitution saving throw. On a failed save, the creature Threaded Armor randomly becomes either paralyzed, poisoned, or put to sleep. Wondrous item, very rare (requires attunement) This armor can be modelled after; Alolan Dugtrio. Spore Vial Tangling Hair. A creature that hits you with a melee attack Wondrous item, rare (requires attunement) loses 10 feet of their movement. This ability can stack. This vial can be modelled after; Gloom and Morelull. Effect Spore. This vial is filled with tiny spores. Once a Powerful Coin day, these spores can be applied to your armor, or body if you Wondrouns item, rare (requires attunement) have no armor, and last for 1 hour. The first time a creature This coin can be modelled after; . hits you with a melee attack, they must make a DC 13 Pay Day. As an action, you can throw this coin up to 30 Constitution saving throw. On a failed save, the creature feet, 60 feet with disadvantage. On hit, it deals 1d4 randomly becomes either paralyzed, poisoned, or put to sleep. bludgeoning damage. Upon impact, the coin splits into two coins. One coin retains these magical properties, while the other coin is simply a gold coin. Powerful Coin Armor of Rage Wondrouns item, very rare (requires attunement) Wondrous item, very rare (requires attunement) This coin can be modelled after; Persian. This armor can be modelled after; Primeape, Tauros, Pay Day. As an action, you can throw this coin up to 30 Camerupt, and Krookodile. feet, 60 feet with disadvantage. On hit, it deals 2d4 Anger Point. If an attack against you is a critical hit, you bludgeoning damage. Upon impact, the coin splits into three gain +5 damage to your attacks and spells for the next 1 coins. One coin retains these magical properties, while the minute. This ability can only work once per day. other two coins are simply gold coins. Amulet of Reciprocation Fluffy Cloak Wondrous item, uncommon (requires attunement) Wondrous item, rare (requires attunement) This amulet can be modelled after; Abra. This cloak can be modelled after; Alolan Meowth and Synchronize. This amulet has 1 charge and recovers all Stufful. expended charges at dawn. If you fail a saving throw, related Fur Coat. Your armor class raises by +1 against melee to status conditions, that a creature forced on you, you can attacks. expend a charge to force the same status condition on that creature. Fluffy Cloak Wondrous item, very rare (requires attunement) Amulet of Reciprocation This cloak can be modelled after; Alolan Persian, Furfrou, Wondrous item, rare (requires attunement) and Bewear. This amulet can be modelled after; Kadabra and Natu. Fur Coat. Your armor class raises by +2 against melee Synchronize. This amulet has 2 charges and recovers 1d4- attacks. 2 charges at dawn. If you fail a saving throw, related to status conditions, that a creature forced on you, you can expend a Rain Boots charge to force the same status condition on that creature. Wondrous item, uncommon (requires attunement) These boots can be modelled after; Poliwag and Lotad. Amulet of Reciprocation Swift Swim. You gain a swimming speed of 30 feet. Wondrous item, very rare (requires attunement) This amulet can be modelled after; Alakazam and Xatu. Rain Boots Synchronize. This amulet has 3 charges and recovers 1d4- Wondrous item, rare (requires attunement) 1 charges at dawn. If you fail a saving throw, related to status These boots can be modelled after; , Poliwhirl, conditions, that a creature forced on you, you can expend a Goldeen, Kabuto, Mantyke, Lombre, Buizel, and Finneon. charge to force the same status condition on that creature. Swift Swim. You gain a swimming speed of 30 feet and you can breathe underwater. Shield of Paradox Shield, uncommon (requires attunement) Rain Boots This shield can be modelled after; Machop. Wondrous item, very rare (requires attunement) No Guard. As an action, you can drop this shield. Dropping These boots can be modelled after; Golduck, Poliwrath, it in this manner gives you advantage on all of your weapon Seaking, Kabutops, Mantine, Ludicolo, Huntail, Gorebyss, attacks until you pick the shield back up. Floatzel, and Lumineon. Swift Swim. You gain a swimming speed of 30 feet and Shield of Paradox you can breathe underwater. In addition, you can take the Shield, rare (requires attunement) Dash action as a bonus action while in water or rain. This shield can be modelled after; Machoke and Golett. No Guard. As a bonus action, you can drop this shield. Armor of Rage Dropping it in this manner gives you advantage on all of your Wondrous item, uncommon (requires attunement) weapon attacks until you pick the shield back up. This armor can be modelled after; Sandile. Anger Point. If an attack against you is a critical hit, you Shield of Paradox gain +1 damage to your attacks and spells for the next 1 Shield, very rare (requires attunement) minute. This ability can only work once per day. This shield can be modelled after; Machamp, Golurk and Midnight Lycanroc. Armor of Rage No Guard. Dropping this shield gives you advantage on all Wondrous item, rare (requires attunement) of your weapon attacks until you pick the shield back up. This armor can be modelled after; Mankey, Numel, and Krokorok. Amulet of the Sun Anger Point. If an attack against you is a critical hit, you Wondrous item, uncommon (requires attunement) gain +3 damage to your attacks and spells for the next 1 This amulet can be modelled after; Bellsprout, Seedot, and minute. This ability can only work once per day. Sewaddle. Chlorophyll. While you are in direct sunlight, you can take the Dash action as a bonus action. Amulet of the Sun Electrified Maul Wondrous item, rare (requires attunement) Maul, very rare (requires attunement) This amulet can be modelled after; Weepinbell, Exeggute, This maul can be modelled after; Alolan Golem. Tangela, Sunkern, Nuzleaf, Petlil, and Swadloon. Galvanize. This maul deals 4d6 lightning damage instead Chlorophyll. While you are in direct sunlight, your of bludgeoning. movement speed is doubled. Amulet of Distraction Amulet of the Sun Wondrous item, uncommon (requires attunement) Wondrous item, very rare (requires attunement) This amulet can be modelled after; Slowpoke, Wailmer, This amulet can be modelled after; Victreebell, Exeggutor, and Barboach. Tangrowth, Sunflora, Bellosom, Shiftry, Lilligant and Oblivious. Any time you need to make a saving throw Leavanny. related to mind altering effects, such as, but not limited to, Chlorophyll. While you are in direct sunlight, your Charm Person and Suggestion, you have advantage on the movement speed is doubled. In addition, you can spend a saving throw. bonus action to absorb some sunlight into this amulet. Each absorption gives you 1 charge, up to a total of 3 charges. You Amulet of Distraction can expend 1 of these charges to cast the spell Daylight, Wondrous item, rare (requires attunement) which counts as direct sunlight. This amulet recovers 1d4-1 This amulet can be modelled after; Slowbro, Wailord, and charges at dawn. Whiscash. Oblivious. You are immune to mind altering effects, such Floating Caltrops as, but not limited to, Charm Person and Suggestion. Wondrous item, uncommon (requires attunement) These caltrops can be modelled after; Geodude and Aron. Wand of Magnetism Stealth Rock. As an action, you can throw these caltrops Wand, uncommon (requires attunement) at any point within 60 feet. The caltrops spread out in a 20 This wand can be modelled after; Magnemite. foot sphere, floating if they are launched mid-air. When a Magnet Pull. This wand has 1 charge, which you regain at creature moves into or within the area, it takes 1d4 piercing dawn. You can expend a charge to manipulate a metal object damage for every 5 feetit travels. in any way you choose. If you target a creature, it needs to make a DC 11 Strength saving throw. On a failed save, you Floating Caltrops can either pull a metal object off of their body or from their Wondrous item, rare (requires attunement) hands, or you can target metal armor and restrain them for 1 These caltrops can be modelled after; Graveller, Onix, and minute. Lairon Stealth Rock. As an action, you can throw these caltrops Wand of Magnetism at any point within 60 feet. The caltrops spread out in a 20 Wand, rare (requires attunement) foot sphere, floating if they are launched mid-air. When a This wand can be modelled after; Magneton and Nosepass. creature moves into or within the area, it takes 2d4 piercing Magnet Pull. This wand has 2 charges, and regains 1d4-2 damage for every 5 feetit travels. charges at dawn. You can expend a charge to manipulate a metal object in any way you choose. If you target a creature, it Floating Caltrops needs to make a DC 13 Strength saving throw. On a failed Wondrous item, very rare (requires attunement) save, you can either pull a metal object off of their body or These caltrops can be modelled after; Golem, Steelix, and from their hands, or you can target metal armor and restrain Aggron. them for 1 minute. Stealth Rock. As an action, you can throw these caltrops at any point within 60 feet. The caltrops spread out in a 20 Wand of Magnetism foot sphere, floating if they are launched mid-air. When a Wand, very rare (requires attunement) creature moves into or within the area, it takes 3d4 piercing This wand can be modelled after; Magnezone and damage for every 5 feetit travels. Any creatures that are either Probopass. flying or floating takes double damage. Magnet Pull. This wand has 3 charges, and regains 1d4-1 charges at dawn. You can expend a charge to manipulate a Electrified Maul metal object in any way you choose. If you target a creature, it Maul, uncommon (requires attunement) needs to make a DC 15 Strength saving throw. On a failed This maul can be modelled after; Alolan Geodude. save, you can either pull a metal object off of their body or Galvanize. This maul deals 2d6 lightning damage instead from their hands, or you can target metal armor and restrain of bludgeoning. them for 1 minute.

Electrified Maul Noble Stick Maul, rare (requires attunement) Rapier, very rare (requires attunement) This maul can be modelled after; Alolan Graveller. This rapier can be modelled after; Farfetch'd. Galvanize. This maul deals 3d6 lightning damage instead Air Slash. You can make attacks with this rapier up from of bludgeoning. up to 20 feet away. Tempered Armor Continuous Spear Wondrous item, rare (requires attunement) Spear, very rare (requires attunement) This armor can be modelled after; Seel, Spoink, and This spear can be modelled after; Cloyster, Ambipom, Sealeo. Cinccino, and Toucannon. Thick Fat. You are resistant to fire and cold based damage. Skill Link. After making multiple successful attack actions in the same turn, you can make another attack with this spear Tempered Armor as a bonus action. This attack is made at advantage. Wondrous item, very rare (requires attunement) This armor can be modelled after; Dewgong, Miltank, Armor of Binding Grumpig, and Walrein. Wondrous item, uncommon (requires attunement) Thick Fat. You are resistant to fire and cold based damage. This armor can be modelled after; Gastly. Once per day, per damage type, when you are hit by cold or Cursed Body. This armor has 3 charges, and regains 1d4- fire damage, you can use your reaction to become immune to 1 charges at midnight. When you are hit with a melee attack, it. you can expend a charge and force a DC 11 Constitution saving throw onto the creature. On a failed save, the creature Decaying Point becomes paralyzed for 1 minute. Spear, rare (requires attunement) This spear can be modelled after; Grimer and Croagunk. Armor of Binding Poison Touch. This spear has 3 charges, and regains 1d4- Wondrous item, rare (requires attunement) 1 charges at dawn. When you hit a creature, you can expend This armor can be modelled after; , Shuppet, and a charge and force that creature to make a DC 13 Frillish. Constitution saving throw. On a failed save, the creature Cursed Body. This armor has 3 charges, and regains 1d4- becomes poisoned for 1 minute. 1 charges at midnight. When you are hit with a melee attack, you can expend a charge and force a DC 13 Constitution Decaying Point saving throw onto the creature. On a failed save, the creature Spear, very rare (requires attunement) becomes paralyzed for 1 minute. This spear can be modelled after; Muk and Toxicroak. Poison Touch. This spear has 3 charges, and regains 1d4- Armor of Binding 1 charges at dawn. When you hit a creature, you can expend Wondrous item, very rare (requires attunement) a charge and force that creature to make a DC 15 This armor can be modelled after; , Banette, and Constitution saving throw. On a failed save, the creature Jellicent. becomes poisoned for 1 minute. Cursed Body. This armor has 3 charges, and regains 1d4- 1 charges at midnight. When you are hit with a melee attack, Vial of Shared Ancestry you can expend a charge and force a DC 15 Constitution Wondrous item, rare (requires attunement) saving throw onto the creature. On a failed save, the creature This vial can be modelled after; Alolan Grimer. becomes paralyzed for 1 minute. Power of Alchemy. Once per day, if an ally falls to 0 hit points within 30 feet of you, a bit of their essence fills up the Pendulum of Dreams vial. Using a bonus action to drink this essence, you gain one Wondrous item, rare (requires attunement) of their racial traits, at random. This trait immediately takes This pendulum can be modelled after; Drowzee and effect, and lasts until you finish a long rest. Hoothoot. Hypnosis. Once per short or long rest, you can use a bonus Vial of Shared Ancestry action to attempt to put a creature to sleep. It must make a Wondrous item, very rare (requires attunement) DC 13 Constitution saving throw or fall asleep for 1 minute. This amulet can be modelled after; Alolan Muk. Power of Alchemy. Once per day, if an ally falls to 0 hit Pendulum of Dreams points within 30 feet of you, a bit of their essence fills up the Wondrous item, very rare (requires attunement) vial. Using a bonus action to drink this essence, you gain one This pendulum can be modelled after; Hypno, Noctowl, and of their racial traits, of your choice. This trait immediately Spinda. takes effect, and lasts until you finish a long rest. Hypnosis. Once per short or long rest, you can use a bonus action to attempt to put a creature to sleep. It must make a Continuous Spear DC 13 Constitution saving throw or fall asleep for 1 minute. Spear, rare (requires attunement) This spear can be modelled after; Shellder, Aipom, Hammer of the Crustacean Minccino, and Trumbeak. Warhammer, rare (requires attunement) Skill Link. After making multiple successful attack actions This hammer can be modelled after; Krabby, Corphish, and in the same turn, you can make another attack with this spear Clauncher. as a bonus action. Crabhammer. This hammer deals cold damage instead of bludgeoning. Hammer of the Crustacean Spiritual Club Warhammer, very rare (requires attunement) Club, very rare (requires attunement) This hammer can be modelled after; Kingler, Crawdaunt, This club can be modelled after; Alolan Marowak and Clawitzer. Shadow Bone. This club has 3 charges, and regains 1d4-1 Crabhammer. This hammer deals cold damage instead of charges at midnight. Upon hitting a creature, you can expend bludgeoning. In addition, attacks with this hammer critically a charge, forcing it to make a DC 15 Constitution saving hit on rolls of 19 and 20. throw. On a failed save, the creature loses 1 to their armor class. Ring of Consequences Wondrous item, rare (requires attunement) Ring of Unencumbrance This ring can be modelled after; Voltorb, Drifloon, Stunky, Wondrous item, rare (requires attunement) and Trubbish. This ring can be modelled after; Purrloin, Shelmet, and Aftermath. If you drop to 0 hit points, as a result of a Swirlix. creature's attack, the attacking creature takes a quarter of the Unburden. As long as you aren't attuned to a weapon, your damage dealt to you in return. movement speed increases by 10 feet.

Ring of Consequences Ring of Unencumbrance Wondrous item, very rare (requires attunement) Wondrous item, very rare (requires attunement) This ring can be modelled after; Electrode, Driftblim, This ring can be modelled after; Hitmonlee, Liepard, Skuntank, and Garbodor. Accelgor, and Slurpuff. Aftermath. If you drop to 0 hit points, as a result of a Unburden. As long as you aren't attuned to a weapon, your creature's attack, the attacking creature takes half of the movement speed increases by 20 feet. damage dealt to you in return. Gauntlets of the Heavy Hand Goggles of Detecting Wondrous item, rare (requires attunement) Wondrous item, uncommon (requires attunement) These gauntlets can be modelled after; Ledyba, Pancham, These goggles can be modelled after; Duskull. and Crabrawler. Frisk. Once per day, you can use an action to take look at a Iron Fist. You deal an extra 1d4 damage with your single creature or a 10 foot cube that does not contain a unarmed strikes. creature. You learn if the creature or area contains magical items, and can cast Identify on one of those items. Gauntlets of the Heavy Hand Wondrous item, very rare (requires attunement) Goggles of Detecting These gauntlets can be modelled after; Hitmonchan, Wondrous item, rare (requires attunement) Ledian, Pangoro, and Crabonimable. These goggles can be modelled after; Dusclops and Iron Fist. You deal an extra 2d4 damage with your Pumpkaboo. unarmed strikes. Frisk. Once per day, you can use an action to take look at a single creature or a 10 foot cube that does not contain a Amulet of Quick Reflexes - Hitmontop creature. You learn if the creature or area contains magical Wondrous item, very rare (requires attunement) items, and can cast Identify on two of those items. Quick Guard. Once per day, you can use your reaction against the first instances of enemy damage in a combat Goggles of Detecting encounter, nullifying the damage dealt. Wondrous item, very rare (requires attunement) These goggles can be modelled after; Stantler, Dusknoir Tongue of the Beast and Gourgeist. Whip, rare (requires attunement) Frisk. Once per day, you can use an action to take look at a This whip can be modelled after; Lickitung. single creature or a 10 foot cube that does not contain a Lick. Once per short or long rest, when you hit a creature creature. You learn if the creature or area contains magical with this whip, it must make a DC 13 Constitution saving items, and can cast Identify on three of those items. throw or become paralyzed.

Thick Club Tongue of the Beast Club, rare (requires attunement) Whip, very rare (requires attunement) This club can be modelled after; . This whip can be modelled after; Lickilicky. Bonemerang. This club gains the Thrown property. Lick. Once per short or long rest, when you hit a creature Whenever you throw this club, it automatically returns to you. with this whip, it must make a DC 13 Constitution saving throw or become paralyzed. Thick Club Club, very rare (requires attunement) This club can be modelled after; Marowak Bonemerang. This club gains the Thrown property. Whenever you throw this club, it automatically returns to you. Once the club returns to you after throwing it, you can make a second thrown attack as a bonus action. Boots of Levitation Barrier Shield Wondrous item, rare (requires attunement) Shield, very rare (requires attunement) These boots can be modelled after; Koffing, Vibrava, This shield can be modelled after; Mr. Mime. Bronzor, Elektrik, and Charjabug. Barrier. This shield increases your armor class by +4 Levitate. Upon speaking a command word, you begin to instead of the usual +2. In addition, once per day you can cast hover just a few inches off of the ground, and can hover up to Wall of Stone from this shield. The shield's version of this 10 feet in the air. You cannot be lowered by any means, and spell creates an invisble wall that is completely transparent. It remain aloft until you speak the command word again. has 30 hit points and shares an armor class with you. In addition, the wall does not need to merge with or be solidly Boots of Levitation supported by existing stone. Wondrous item, very rare (requires attunement) These boots can be modelled after; Weezing, Flygon, Dagger of the Expert Bronzong, Eelektross, and Vikavolt. Dagger, rare (requires attunement) Levitate. Upon speaking a command word, you begin to This dagger can be modelled after; Scyther and Roselia. hover just a few inches off of the ground, and can hover up to Technician. You can add half of your proficiency bonus to 10 feet in the air. You cannot be lowered by any means, and damage rolls made with this dagger. remain aloft until you speak the command word again. While hovering, you are immune to any ground based spells as well Dagger of the Expert as ground based difficult terrain. Shortsword, very rare (requires attunement) This dagger can be modelled after; Scizor and Roserade. Ring of Curing Technician. You can add your proficiency bonus to damage Wondrous item, uncommon (requires attunement) rolls made with this dagger. This ring can be modelled after; Happiny. Healer. At the end of your turn, if you or an ally within 30 Armor of Charging feet of yourself is afflicted by a status condition, roll a d6. On Wondrous item, rare (requires attunement) a roll of 6, you cure the status condition without the need of a This armor can be modelled after; Electabuzz. saving throw. Motor Drive. You resist lightning based damage, and being hit by this damage type increases your movement speed by Ring of Curing 10 feet. Wondrous item, rare (requires attunement) This ring can be modelled after; Chansey. Armor of Charging Healer. At the end of your turn, if you or an ally within 30 Wondrous item, very rare (requires attunement) feet of yourself is afflicted by a status condition, roll a d6. On This armor can be modelled after; Electivire and Emolga. a roll of 5 or 6, you cure the status condition without the need Motor Drive. You resist lightning based damage, and once of a saving throw. per day, you can use a reaction to become immune. Being hit by this damage type increases your movement speed by 20 Ring of Curing feet. Wondrous item, very rare (requires attunement) This ring can be modelled after; Blissey. Heated Armor Healer. At the end of your turn, if you or an ally within 30 Wondrous item, rare (requires attunement) feet of yourself is afflicted by a status condition, roll a d6. On This armor can be modelled after; Magmar, Slugma, and a roll of 4, 5, or 6, you cure the status condition without the Larvesta. need of a saving throw. Flame Body. Once per short or long rest, when a creature hits you with a melee attack, you can use a reaction to deal Pinpoint Rapier 1d4 fire damage in return. Rapier, very rare (requires attunement) This rapier can be modelled after; Kangaskhan, Hariyama, Heated Armor Mienshao, and Female Meowstic. Wondrous item, very rare (requires attunement) Fake Out. Whenever you attack a creature that has yet to This armor can be modelled after; Magmortar, Magcargo, take a turn in combat, you paralyze them until the end of their and Volcarona. first turn. This feature only works once per combat Flame Body. Once per short or long rest, when a creature encounter. hits you with a melee attack, you can use a reaction to deal 2d4 fire damage in return. Barrier Shield Shield, rare (requires attunement) Goggles of Breaking This shield can be modelled after; Mime Jr. Wondrous item, rare (requires attunement) Barrier. This shield increases your armor class by +4 These goggles can be modelled after; Drilbur and Fraxure. instead of the usual +2. Mold Breaker. These goggles have 3 charges, and regains 1d4-1 charges at dawn. As an action, you can expend 1 charge and look at a magical item. You remove all of its enchantments for 1 minute. Goggles of Breaking Battleaxe of the Disadvantaged Wondrous item, very rare (requires attunement) Battleaxe, rare (requires attunement) These goggles can be modelled after; Pinsir, Excadrill, This battleaxe can be modelled after; Taillow, Luxio, and Sawk, Haxorus, and Hawlucha. Gurdurr. Mold Breaker. These goggles have 3 charges, and regains Guts. While you are under the effect of a status condition, 1d4-1 charges at dawn. As an action, you can expend 1 this battleaxe deals an extra 1d4 damage. charge and look at a magical item. You remove all of its enchantments for 1 minute. If you target a mundane item, it Battleaxe of the Disadvantaged simply breaks. You cannot break a mundane item larger than Battleaxe, very rare (requires attunement) yourself. This battleaxe can be modelled after; Flareon, Heracross, Swellow, Luxray, Conkeldurr, and Throh. Splashing Helm Guts. While you are under the effect of a status condition, Wondrous item, uncommon (requires attunement) this battleaxe deals an extra 2d4 damage. This helm can be modelled after; . Splash. As an action, you can flail your arms around. This Ring of Shifting does nothing, but it might serve as a welcome distraction. Wondrous item, rare (requires attunement) This ring can be modelled after; Porygon2, Bronzor, and Shelled Armor Duosion. Wondrous item, rare (requires attunement) Trick Room. This ring has 3 charges, regaining 1d4-1 This armor can be modelled after; , Torkoal, and charges at dawn. As an action, you can expend a charge and Crustle. surround the battlefield in a disoreinting field. The initiative Shell Armor. Attacks made against you cannot critically order is now reversed, going back to the creature that made hit. their turn before you.

Transforming Mirror - Ditto Ring of Shifting Wondrous item, legendary (requires attunement) Wondrous item, very rare (requires attunement) This mirror can be modelled after; Ditto. This ring can be modelled after; Slowking, Porygon-Z, Imposter. As an action, you can point this mirror at any Bronzong, Reuniclus, and Carbink. single magical item, and transform the mirror into it. This Trick Room. This ring has 3 charges, regaining 1d4-1 mirror gains any stats and properties of the targeted item, charges at dawn. As an action, you can expend a charge and howver you cannot transform this mirror into an item that is surround the battlefield in a disoreinting field. The initiative of artifact rarity. You can only use this feature once per day, order is now reversed, going back to the creature that made however the mirror will retain its transformed state until you their turn before you. finish a long rest. You are proficient with any item this mirror turns into. Primordial Staff Staff, rare (requires attunement) Ring of Change This staff can be modelled after; Omanyte, Lileep, Anorith, Wondrous item, rare (requires attunement) Archen, and Tyrunt. This ring can be modelled after; . Ancient Power. If you land a critical hit with this staff, you Adaptability. Once per long rest, you can change the can choose to forgoe the extra damage in order to gain +1 to damage type of any weapon of your choice. your attack rolls, damage rolls, armor class, and saving throws. This effect can only be used once per day and lasts Shield of Water Absorption for 1 minute. Shield, very rare (requires attunement) This shield can be modelled after; Vaporeon, Cacturne, and Primordial Staff Seismatoad. Staff, very rare (requires attunement) Water Absorb. Once per short or long rest, if you were to This staff can be modelled after; Omastar, Aerodactyl, be hit by an attack or spell that deals cold damage, you can Cradily, Armaldo, Relicanth, Archeops, and Tyrantrum. use your reaction to absorb the attack, completely nullifying Ancient Power. If you land a critical hit with this staff, you it. Your next weapon attack deals an additional 1d4 cold can choose to forgoe the extra damage in order to gain +3 to damage. your attack rolls, damage rolls, armor class, and saving throws. This effect can only be used once per day and lasts Greaves of Fleet Feet for 1 minute. Wondrous item, very rare (requires attunement) These greaves can be modelled after; Jolteon, Ursaring, Mightyena, and Linoone. Quick Feet. While you are under the effect of a movement impairing status condition, you ignore the movement impairment and instead gain 10 feet of movement speed. Nightcap Goggles Ring of the Divine Wondrous item, rare (requires attunement) Wondrous item, very rare (requires attunement) These goggles can be modelled after; Munchlax and This ring can be modelled after; Togekiss, Dunsparce, and Vigoroth. Sawsbuck. Rest. Once per day, you can use your action in attempt to Serene Grace. This ring has 6 charges, and regains 1d6 fall asleep. You must succeed a DC 18 Constitution saving charges at dawn. Whenever you force a saving throw upon a throw in order for this effect to go off. If you fail the saving creature, you can expend a charge to impose disadvantage on throw, you fall asleep and regain up to half of your maximum their saving throw. hit points, and remain asleep for 1 hour. Warhammer of Clinging Nightcap Goggles Warhammer, rare (requires attunement) Wondrous item, very rare (requires attunement) This warhammer can be modelled after; Flaafy. These goggles can be modelled after; and Slaking. Static. Once per short or long rest, when you hit a creature Rest. Once per day, you can use your action to put yourself with this hammer, you can force it to make a DC 13 to sleep. Once you fall asleep, you fully regain hit points, Constitution saving throw, or become paralyzed for 1 minute. bringing you to your maximum. However, you must succeed a DC 22 Constitution saving throw in order to shake off the Warhammer of Clinging sleep, or you remain asleep for 1 hour. Nothing can wake you Warhammer, very rare (requires attunement) up from this sleep, including damage. This warhammer can be modelled after; Ampharos and Stunfisk. Brilliant Scaled Armor Static. Once per short or long rest, when you hit a creature Wondrous item, rare (requires attunement) with this hammer, you can force it to make a DC 15 This armor can be modelled after; Dragonair. Constitution saving throw, or become paralyzed for 1 minute. Multiscale. As long as you are at, or above, your maximum hit points, you gain +1 to your armor class. Ring of Power Wondrous item, rare (requires attunement) Brilliant Scaled Armor This ring can be modelled after; Marril, Bunnelby, and Wondrous item, very rare (requires attunement) Meditite. This armor can be modelled after; Dragonite. Huge Power. While wearing this ring, your Strength score Multiscale. As long as you are at, or above, your maximum changes to 20. This ring has no effect if your Strength score hit points, you gain +2 to your armor class. is already 20.

Shield of Lightning Absoprtion Ring of Power Shield, rare (requires attunement) Wondrous item, very rare (requires attunement) This shield can be modelled after; Chinchou. This ring can be modelled after; Azumarril, Diggersby, and Volt Absorb. Once per short or long rest, if you are were to Medicham. be hit by an attack or spell that deals lightning damage, you Huge Power. While wearing this ring, your Strength score can use your reaction to absorb some of the attack, giving you changes to 24. This ring has no effect if your Strength score resistance to the damage type. is already 24.

Shield of Lightning Absoprtion Amulet of Deception Shield, very rare (requires attunement) Wondrous item, rare (requires attunement) This shield can be modelled after; Lanturn. This amulet can be modelled after; Bonsly. Volt Absorb. Once per short or long rest, if you are were to Mimic. If you stand still, an illusion appears, making you be hit by an attack or spell that deals lightning damage, you indistinguishable from an every day tree. It takes a DC 13 can use your reaction to absorb the attack, giving you Intelligence check to see through the illusion. immunity to the damage type. Your next weapon attack deals an additional 1d4 lightning damage. Amulet of Deception Wondrous item, very rare (requires attunement) Ring of the Divine This amulet can be modelled after; Sudowoodo. Wondrous item, rare (requires attunement) Mimic. If you stand still, an illusion appears, making you This ring can be modelled after; Togetic and Deerling. indistinguishable from an every day tree. It takes a DC 15 Serene Grace. This ring has 3 charges, and regains 1d4-1 Intelligence check to see through the illusion. charges at dawn. Whenever you force a saving throw upon a creature, you can expend a charge to impose disadvantage on their saving throw. Staff of the Storm Lucky Dagger Staff, very rare (requires attunement) Dagger, very rare (requires attunement) This staff can be modelled after; Politoed and Pelipper. This dagger can be modelled after; Honchkrow, Absol, and Drizzle. This staff has 3 charges, and regains 1d4-1 Unfezant. charges at dawn. As a bonus action, you can expend a charge, Super Luck. This dagger critically hits on rolls of 18, 19, summoning a rainstorm in a 20 foot radius, centered around and 20. yourself. The area becomes heavily obscured and difficult terrain, however you remain unaffected. Any creature, other Rune of Potential than yourself, that moves within the area, must make a DC 15 Wondrous item, very rare (requires attunement) Dexterity saving throw or fall prone. This rune can be modelled after; . Hidden Power. The first time you attune to this rune, it Dynamic Boots will be filled with a spell that is 4th-level or lower, and will be Wondrous item, rare (requires attunement) determined by your DM. Generally, this spell should fit your These boots can be modelled after; Yanma, Nincada, character in some form. If the spell is a cantrip, you can cast Carvanha, and Whirlipede. it at will. If the spell is 1st or 2nd level, you can cast it 3 times Speed Boost. While in combat, your movement speed a day. If the spell is 3rd level, you can cast it 2 times a day. If raises by 5 feet at the end of each of your turns. Your the spell is 4th level, you can cast it once per day. increased movement speed stays until you finish a long rest. Shield of Shadows Dynamic Boots Shield, rare (requires attunement) Wondrous item, very rare (requires attunement) This shield can be modelled after; Wynaut and Gothorita. These boots can be modelled after; Yanmega, Ninjask, Shadow Tag. Once per short or long rest, you can use an Sharpedo, and Scolipede. action to release the shadows from within this shield and Speed Boost. While in combat, your movement speed target a creature you can see. The creature must make a DC raises by 10 feet at the end of each of your turns. Your 13 Constitution saving throw, or become paralyzed for 1 increased movement speed stays until you finish a long rest. minute.

Goggles of Disinterest Shield of Shadows Wondrous item, uncommon (requires attunement) Shield, very rare (requires attunement) These goggles can be modelled after; Wooper, Bidoof, and This shield can be modelled after; Wobbuffet and Woobat. Gothitelle. Unaware. A creature does not gain any bonuses to their Shadow Tag. Twice per short or long rest, you can use an damage rolls when attacking you. action to release the shadows from within this shield and target a creature you can see. The creature must make a DC Goggles of Disinterest 15 Constitution saving throw, or become paralyzed for 1 Wondrous item, rare (requires attunement) minute. These goggles can be modelled after; Quagsire, Bibarel, and Swoobat. Ring of Swapping Unaware. A creature does not gain any bonuses to their Wondrous item, very rare (requires attunement) attack or damage rolls when attacking you. This ring can be modelled after; Girafarig. The head of Girafarig you choose to model the ring after determines the Amulet of the Noon Sun effect. The main head gives Guard Swap and the tail-head Wondrous item, rare (requires attunement) gives Power Swap. This amulet can be modelled after; Espeon and Solrock. Guard Swap. You can use a bonus action in an attempt to Morning Sun. While you are in direct sunlight, you can transfer your armor class to a creature, and gain their armor use an action to heal for 4d4+4 hit points. class in return, until you finish a long rest. The creature must succeed a DC 15 Intelligence saving throw in order to resist Amulet of the Full Moon this effect. If the creature succeeds their saving throw, you Wondrous item, rare (requires attunement) can continue to use this feature. Once the swap goes through, This amulet can be modelled after; Umbreon and you cannot use this feature again until you finish a long rest. Lunatone. Power Swap. You can use a bonus action in an attempt to Moonlight. While you can see the moon, you can use an transfer one of your ability scores to a creature, and gain their action to heal for 4d4+4 hit points. ability score in return, until you finish a long rest. The creature must succeed a DC 15 Intelligence saving throw in Lucky Dagger order to resist this effect. If the creature succeeds their Dagger, rare (requires attunement) saving throw, you can continue to use this feature. Once the This dagger can be modelled after; Murkrow and Tranquill. swap goes through, you cannot use this feature again until Super Luck. This dagger critically hits on rolls of 19 and you finish a long rest. 20. Armor of Toxins Frozen Cloak Wondrous item, rare (requires attunement) Wondrous item, uncommon (requires attunement) This armor can be modelled after; Gligar and Shroomish. This armor can be modelled after; Piloswine. Poison Heal. Whenever you are hit by poison based Snow Cloak. While in a cold environment, or in a damage, you heal instead. hailstorm, you gain +1 to your armor class.

Armor of Toxins Frozen Cloak Wondrous item, very rare (requires attunement) Wondrous item, rare (requires attunement) This armor can be modelled after; Gliscor and Breloom. This armor can be modelled after; Mamoswine and Poison Heal. Whenever you are hit by poison based Glaceon. damage, you heal instead. In addition, if you become Snow Cloak. While in a cold environment, or in a poisoned, you heal for 5 hit points at the end of each turn. hailstorm, you gain +2 to your armor class.

Prickly Armor Ring of Relief Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement) This armor can be modelled after; Skrelp. This ring can be modelled after; Mareanie. Poison Point. Any creature that hits you with a melee Regenerator. Once you leave combat, you immediately attack must make a DC 13 Constitution saving throw. On a regain 10 hit points. failed save, the creature becomes poisoned for 1 minute. After poisoning a creature, the spines lose their potency and Ring of Relief can't poison a creature until the start of your next turn. Wondrous item, very rare (requires attunement) This ring can be modelled after; Corsola, Alomomola, and Prickly Armor Toxapex. Wondrous item, very rare (requires attunement) Regenerator. Once you leave combat, you immediately This armor can be modelled after; Qwilfish and Dragalge. regain 20 hit points. Poison Point. Any creature that hits you with a melee attack must make a DC 15 Constitution saving throw. On a Wrapped Flail failed save, the creature becomes poisoned for 1 minute. Flail, rare (requires attunement) After poisoning a creature, the spines lose their potency and This flail can be modelled after; Delibird. can't poison a creature until the start of your next turn. Present. This flail deals damage differently than normal flails. On damage rolls of 1, it heals instead of damaging, and Ring of the Shell on damage rolls of 8, it deals 16 base damage instead. Wondrous item, very rare (requires attunement) This ring can be modelled after; Shuckle, Carracosta, and Armor of Deterioration Barbaracle. Wondrous item, rare (Requires attunement) Shell Smash. This ring has 6 charges and regains 1d6 This armor can be modelled after; Vullaby. charges at dawn. As a bonus action, you can expend as many Weak Armor. Everytime you are damaged by a melee charges as you choose. For every charge you expend, your attack, your armor class lowers by 1. However, your armor class lowers by 1, however your movement speed movement speed doubles as well. Your armor class and increases by 5 feet and you gain +1 to your attack and movement speed restores back to normal after a short or damage rolls. long rest.

Gloves of Silencing Armor of Deterioration Wondrous item, rare (requires attunement) Wondrous item, very rare (Requires attunement) These gloves can be modelled after; Sneasel. This armor can be modelled after; Skarmory and Throat Chop. These gloves have 3 charges, and regain Mandibuzz. 1d4-1 charges at midnight. When you hit a creature with an Weak Armor. Everytime you are damaged by a melee unarmed strike, you can expend a charge, forcing the attack, your armor class lowers by 1. However, your creature to make a DC 13 Constitution saving throw. On a movement speed doubles as well. In addition, once this failed save, loses the ability to talk for 1 minute. feature kicks in, you no longer take attacks of opportunity. Your armor class and movement speed restores back to Gloves of Silencing normal after a short or long rest. Wondrous item, very rare (requires attunement) These gloves can be modelled after; Sneasel. Shield of Flame Absorption Throat Chop. These gloves have 3 charges, and regain Shield, rare (requires attunement) 1d4-1 charges at midnight. When you hit a creature with an This shield can be modelled after; Houndour. unarmed strike, you can expend a charge, forcing the Flash Fire. Once per short or long rest, if you were to be creature to make a DC 15 Constitution saving throw. On a hit by an attack or spell that would deal fire damage, you can failed save, loses the ability to talk for 1 minute. use your reaction to absorb some of the attack, nullifying the damage. Shield of Flame Absorption Courteous Wand Shield, very rare (requires attunement) Wand, very rare (requires attunement) This shield can be modelled after; Houndoom. This wand can be modelled after; Gardevoir, Musharna, Flash Fire. Once per short or long rest, if you were to be and Beheeyem. hit by an attack or spell that would deal fire damage, you can Telepathy. Whenver you cast a spell through this wand that use your reaction to absorb some of the attack, nullifying the targets an area of effect, allies either take no damage, or damage. Your next weapon attack deals an additional 1d4 fire automatically suceed their saving throw. damage. Helm of the Disturbing Exaulted Paintbrush Wondrous item, very rare (requires attunement) Wondrous item, legendary (requires attunement) This helm can be modelled after; Masquerain and This paintbrush can be modelled after; Smeargle. Vespiqueen. Sketch. You can use a bonus action to copy a single effect Unnerve. Creatures that consider you an enemy cannot of a magical item and then transfer it to an item of your take potions or any item based, positive effects, while in your choice. This effect transfer is permanant, and this brush presence. becomes mundane afterwards. You can spend a 1 hour ritual to remove the effect from Shield of the Husk your chosen item, restoring this property to the paintbrush. Shield, legendary (requires attunement) This shield can be modelled after; Shedinja. Staff of the Desert Wonder Guard. You resist all forms of damage. Staff, very rare (requires attunement) This staff can be modelled after; Tyranitar, Hippowdon, and Explosive Drum Gigalith. Wondrous item, uncommon (requires attunement) Sandstream. This staff has 3 charges, and regains 1d4-1 This drum can be modelled after; Whismur. charges at dawn. As a bonus action, you can expend a charge, Boomburst. Once per short or long rest, you can use an summoning a sandstorm in a 20 foot radius, centered around action to hit this drum, causing a loud and resounding boom. yourself. The area becomes heavily obscured and difficult Any creature in a 30 foot radius of you must make a DC 11 terrain, however you are unaffected. Any creature, other than Constitution saving throw, or take 2d10 thunder damage. On yourself, that ends their turn within the area takes 1d4 a successful save, a creature takes half damage. piercing damage. Explosive Drum Gloves of Competition Wondrous item, rare (requires attunement) Wondrous item, uncommon (requires attunement) This drum can be modelled after; Loudred. These gloves can be modelled after; Litleo. Boomburst. Once per short or long rest, you can use an Rivalry. You gain +1 to damage rolls made against action to hit this drum, causing a loud and resounding boom. creatures of the same gender as you. Any creature in a 30 foot radius of you must make a DC 13 Constitution saving throw, or take 3d10 thunder damage. On Gloves of Competition a successful save, a creature takes half damage. Wondrous item, rare (requires attunement) These gloves can be modelled after; Beautifly and Pyroar. Explosive Drum Rivalry. You gain +2 to damage rolls made against Wondrous item, very rare (requires attunement) creatures of the same gender as you. This drum can be modelled after; Loudred. Boomburst. Once per short or long rest, you can use an Goggles of Discerning action to hit this drum, causing a loud and resounding boom. Wondrous item, rare (requires attunement) Any creature in a 30 foot radius of you must make a DC 15 These goggles can be modelled after; Joltik. Constitution saving throw, or take 4d10 thunder damage. On Compoundeyes. You gain +1 to your attack rolls. a successful save, a creature takes half damage.

Goggles of Discerning Hammer of the Mundane Wondrous item, very rare (requires attunement) Light hammer, rare (requires attunement) These goggles can be modelled after; Dustox, Galvantula, This hammer can be modelled after; Skitty. and Vivillon. Normalize. This hammer has 3 charges, and regains 1d4-1 Compoundeyes. You gain +2 to your attack rolls. charges at dawn. When you hit a creature with this hammer, you can expend a charge, forcing your target to make a DC 13 Courteous Wand Wisdom saving throw. On a failed save, one of the creature's Wand, rare (requires attunement) magical items loses its enchantment for 1 minute. The item This wand can be modelled after; Kirlia, Munna, and is chosen at random. Elgyem. Telepathy. Whenver you cast a spell through this wand that targets an area of effect, allies either take half damage or have advantage on the saving throw. Hammer of the Mundane Armor of Feasting Light hammer, very rare (requires attunement) Wondrous item, very rare (requires attunement) This hammer can be modelled after; Delcatty. This armor can be modelled after; Swalot and Carnivine. Normalize. This hammer has 3 charges, and regains 1d4-1 Swallow. As an action, you can speak this armor's charges at dawn. When you hit a creature with this hammer, command word, and attempt to swallow either a creature, or you can expend a charge, forcing your target to make a DC 15 object, that is medium or smaller. An unwilling creature must Wisdom saving throw. On a failed save, one of the creature's make a DC 10 Dexterity saving throw to escape the armor's magical items, of your choice, loses its enchantment for 1 grasp. Once swallowed, the creature or object is transported minute. to a room that exists on a plane of existence found only within the armor. The room is a 10 foot by 10 foot cube, and Wand of the Trickster can hold a single, living creature, and up to 1,000 pounds of Wand, very rare (requires attunement) objects. There are two windows on one of the walls that peer This wand can be modelled after; Sableye, Volbeat, out, giving vision of the outside world. Speaking the armor's Whimsicott, and Male Meowstic. command word again spits out the creature or an object of Prankster. As long as you are casting a spell that doesn't your choice. deal damage, or force a saving throw, you can use your action outside of the initiative order. Nimbus Ring Wondrous item, very rare (requires attunement) Maw of the Forgotten This ring can be modelled after; Altaria. Mace, very rare (requires attunement) Cloud Nine. As a bonus action, you can create clouds. This mace can be modelled after; Mawile. These clouds can be as large as a 30 foot sphere, or smaller. Crunch. As a part of this weapon's attack action, you can You can walk on these clouds, however for any other choose to attack with the very top of this mace. Doing so creature, it counts as difficult terrain. opens up the top, revealing a mouth. This weapon can grapple creatures, store objects within the mouth, or be used Sword of of Poison to grasp objects. Scimitar, very rare (requires atunement) This sword can be modelled after; Zangoose. Positive Helm Toxic Boost. This sword absorbs half of any poison Wondrous item, uncommon (requires attunement) damage you take, giving you a resistance. In addition, if you This helm can be modelled after; Klang. becomed poisoned, this sword deals double damage for the Plus. While you are in range of an ally attuned to the duration. Negative Helm, you gain +1 to attack and damage rolls. Flaking Armor Positive Helm Wondrous item, uncommon (requires attunement) Wondrous item, rare (requires attunement) This armor can be modelled after; Seviper and Scrafty. This helm can be modelled after; Plusle and Klinklang. Shed Skin. You have advantage on savings throw made Plus. While you are in range of an ally attuned to the against status conditions. Negative Helm, you gain +2 to attack and damage rolls. Beautiful Armor Negative Helm Wondrous item, rare (requires attunement) Wondrous item, uncommon (requires attunement) This armor canbe modelled after; Milotic. This helm can be modelled after; Klang. Marvel Scale. While under the effects of a status Minus. While you are in range of an ally attuned to the condition, you gain +2 to your armor class. Positive Helm, you gain +1 to your armor class. Flail of the Tempest Negative Helm Flail, very rare (requires attunement) Wondrous item, rare (requires attunement) This flail can be modelled after; Castform. This helm can be modelled after; Minun and Klinklang. Weather Ball. This flail doubles in damage and deals a Minus. While you are in range of an ally attuned to the new damage type while in the following environments; Cold Positive Helm, you gain +2 to your armor class. or Rainy (cold) , Desert (force) , and Hot or Direct Sunlight (fire) . Dagger of Chaos Hammer of the Heart Dagger, rare (requires attunement) Light hammer, very rare (requires attunement) This dagger can be modelled after; Frogadier. This hammer can be modelled after; Luvdisc. Protean. This dagger deals damage of a random type. Roll Heart Stamp. Creatures hit by this hammer must make a 1d12 when making an attack. The number you roll DC 15 Constitution saving throw, or they cannot take determines which damage type you deal. The chart below reactions until the start of their next turn. details the results of your roll. Sickle of Spirit Dagger of Chaos Sickle, rare (requires attunement) Roll Damage Type This sickle can be modelled after; Shelgon. 1 Acid Moxie. Whenever you use this sickle o bring a creature down to 0 hit points, you gain +1 to its damage rolls. This 2 Cold effect stacks, and lasts until you finish a long rest. 3 Fire Sickle of Spirit 4 Force Sickle, very rare (requires attunement) 5 Lightning This sickle can be modelled after; Salamence. 6 Necrotic Moxie. Whenever you use this sickle o bring a creature down to 0 hit points, you gain +2 to its damage rolls. This 7 Piercing effect stacks, and lasts until you finish a long rest. 8 Poison Heavenly Maul 9 Psychic Maul, rare (requires attunement) 10 Radiant This maul can be modelled after; Metag. 11 Slashing Meteor Mash. Whenever you critically hit with this maul, it gains +1 to damage rolls. This effect stacks, and lasts until 12 Thunder you finish a long rest.

Dagger of Chaos Heavenly Maul Dagger, very rare (requires attunement) Maul, very rare (requires attunement) This dagger can be modelled after; Kecleon and . This maul can be modelled after; Metagross. Protean. Whenever you attack with this dagger, you choose Meteor Mash. Whenever you critically hit with this maul, it a damage type for this dagger to deal from the following gains +2 to damage rolls. This effect stacks, and lasts until damage types; acid, cold, fire, force, lightning, necrotic, you finish a long rest. piercing, poison, psychic, radiant, slashing, or thunder. Ring of Sacrifice Amulet of Renewal Wondrous item, rare (requires attunement) Wondrous item, very rare (requires attunement) This ring can be modelled after; Staravia. This amulet can be modelled after; Tropius and Trevenant. Final Gambit. As long as you are at half hit points or less, Harvest. After consuming either a potion or another edible you can use your action to drop to 0 hit points. You aren't consumable, roll any dice. On an even roll, you regain the outright killed, however any hit points you lost are transferred consumed item. as damage to a creature of your choice. This damage cannot be resisted. Healing Chimes Wondrous item, very rare (requires attunement) Ring of Sacrifice These chimes can be modelled after; Chimecho. Wondrous item, very rare (requires attunement) Heal Bell. These chimes have 4 charges, and regain 1d4 This ring can be modelled after; Staraptor. charges at dawn. You can use an action to expend a charge Final Gambit. You can use your action to drop to 0 hit and cure a creature of a status condition or disease. points. You aren't outright killed, however any hit points you lost are transferred as damage to a creature of your choice. Volatile Amulet This damage cannot be resisted. Wondrous item, very rare (requires attunement) This amulet can be modelled after; Glalie. Explosive Returns Moody. At the end of each of your turns, roll 2d4. This first Shield, very rare (requires attunement) die gives you +2 on either your; attack rolls (1) , damage rolls This shield can be modelled after; Bastiodon. (2) , saving throws (3) , or armor class (4) . The second die Metal Burst. Once per short or long rest, when you are gives you -1 on either your; attack rolls (1) , damage rolls (2) , damaged by an attack, you can use your reaction to reflect saving throws (3) , or armor class (4) . This effect lasts until 1.5x the damage dealt to you back to its source. the end of your next turn, when you re-roll the dice. Goggles of Expecting Sword of Souls Wondrous item, rare (requires attunement) Shortsword, legendary (requires attunement) These goggles can be modelled after; Plant Cloak This shortsword can be modelled after; Spiritomb. Wormadam, Sandy Cloak Wormadam, and Trash Cloak Spite. Every time you kill a creature, you steal a bit of their Wormadam. soul. For every 4 souls you steal, this sword gains a +1 to its Anticipation. When you being a combat encounter, you attack and damage rolls. This caps out at +3. gain insight into an emeny of your choice. You gain info on You can continue to trap up to 108 souls. After capturing their strongest attack or spell, knowing how much damage it 12 souls, you cease rolling for damage and instead deal 1 can deal, and of what damage type. necrotic damage for every soul you have captured, plus 3 for the first 12 souls. Flora Ring Wondrous item, very rare (requires attunement) Unpolished Armor This ring can be modelled after; Cherrim. Wondrous item, uncommon (requires attunement) Flower Gift. While this ring is in direct sunlight, you and This armor can be modelled after; Gabite. any ally within 5 feet of you, gain +1 to your damage rolls and Rough Skin. Creatures that hit you with melee attacks your armor class. take 1 piercing damage.

Gloves of Grasping Greataxe of Quick Strikes Wondrous item, uncommon (requires attunement) Greataxe, rare (requires attunement) These gloves can be modelled after; Gastrodon. This axe can be modelled after; Garchomp. Sticky Hold. You can't be disarmed while holding a Dual Chop. This greataxe deals 2d6 slashing damage weapon with these gloves. instead of 1d12. In addition, once per short or long rest, you can attack with this greataxe twice in a row, dealing 4d6 in Staff of Confusion one action. Staff, rare (requires attunement) This staff can be modelled after; Buneary. Aura Crossbow Klutz. This staff has 3 charges, and regains all expended Hand crossbow, very rare (requires attunement) charges at dawn. When you hit a creature with this staff, you This crossbow can be modelled after; . can expend 1 charge in order to activate this feature. Upon Aura Sphere. Once per short of long rest, you can turn expending a charge, the creature must make a DC 13 your next arrow in a ball of energy. This shot cannot miss, Intelligence saving throw, or they lose any benefits or features and pierces your target, continuing for another 10 feet in a from magical items they are currently attuned to. This effect line. Any creature caught in this line takes half damage. last until the end of the creature's next turn. Natural Sword Staff of Confusion Greatsword, rare (requires attunement) Staff, very rare (requires attunement) This sword can be modelled after; Leafeon. This staff can be modelled after; Lopunny. Leaf Blade. This sword critically hits on rolls of 19 and 20. Klutz. This staff has 3 charges, and regains all expended charges at dawn. When you hit a creature with this staff, you Sword of Mind Sieging can expend 1 charge in order to activate this feature. Upon Shortsword, very rare (requires attunement) expending a charge, the creature must make a DC 15 This sword can be modelled after; Gallade. Intelligence saving throw, or they lose any benefits or features Psycho Cut. This sword deals psychic damage instead of from magical items they are currently attuned to. This effect slashing. Once per short or long rest, when you attack a last until the end of the creature's next turn. creature, you can choose to also inflict mental damage. The creature must make a DC 15 Wisdom saving throw, or they Inverse Helm become stunned until the start of your next turn. Wondrous item, rare (requires attunement) This helm can be modelled after; Glameow, Pawniard, and Javelin of Souls Rufflet. Javelin, very rare (requires attunement) Defiant. Whenever one of your stats, either armor class, This ring can be modelled after; Froslass. ability score, movement speed, or saving throws, would be Ominous Wind. When you throw this javelin, it turns into a lowered, you instead gain +1 to that stat for the next minute. 15 foot cone of pure darkness. Creatures within this cone can make a DC 15 Dexterity saving throw to take half damage. Inverse Helm On a failed save, creatures take 1d6 psychic damage. Wondrous item, very rare (requires attunement) This helm can be modelled after; Purugly, Bisharp, and Braviary. Defiant. Whenever one of your stats, either armor class, ability score, movement speed, or saving throws, would be lowered, you instead gain +2 to that stat for the next minute. Spirit Staff Gloves of the Ally Staff, legendary (requires attunement) Wondrous item, rare (requires attunement) This staff can be modelled after; Rotom. This staff can These gloves can be modelled after; Audino. transform into multiple forms. In order, the staff's Helping Hand. As a bonus action, you can assist an ally transformations can be modelled after; Fan Rotom, Frost within 5 feet of yourself. The ally you assist gains advantage Rotom, Heat Rotom, Mow Rotom, and Wash Rotom. on their next attack roll, or saving throw, their choice. This staff has 6 charges, and regains 1d6 charges at midnight. As a bonus action, you can transform this staff, Sword of Duality gaining one of the following traits. Greatsword, very rare (requires attunement) Hex. This is the staff's basic form. When attacking a This sword can be modelled after; Basculin. creature that is affected by a status condition, and this staff is Double-Edge. Attacks with this sword deal 4d6 damage, in this form, you deal double damage. however you take 2d6 damage in return. Air Slash. While the staff is in this form, you can expend a charge to attack up to 30 feet away, dealing slashing damage Staff of the War Mage instead of bludgeoning. Staff, rare (requires attunement) Blizzard. While the staff is in this form, you can use an This staff can be modelled after; Darumaka. action to expend a charge, forming a small, localized blizzard, Sheer Force. While you are above half of your maximum lasting for 1 minute. Any creature within 5 feet of you must hit points, this staff deals 2d4 damage while wielding with 1 make a DC 18 Constitution saving throw or become frozen hand. until damaged. A frozen creature is paralyzed. Zen Mode. While you are under half of your maximum hit Overheat. While in this form, this staff deals fire damage. points, you gain +1 to attack rolls, damage rolls, and your You can use a bonus action to expend a charge, overheating spell save DC when casting spells. the staff. Creatures hit by the overheated attack must make a DC 18 Constitution saving throw or become burned for 1 Staff of the War Mage minute. A burned target takes 1 fire damage at the start of Staff, very rare (requires attunement) their turn. This staff can be modelled after; Darmanitan. Leaf Storm. While in this form, you can spend a charge as Sheer Force. While you are above half of your maximum an action to launch a 15 foot cone of leaves fromt he staff. hit points, this staff deals 2d6 damage while wielding with 1 Any creature caught in the line must make a DC 18 Dexterity hand. saving throw or take 1d8 damage. On a successful save, Zen Mode. While you are under half of your maximum hit creatures take half damage. points, you gain +2 to attack rolls, damage rolls, and your Hydro Pump. When you hit a creature with this staff while spell save DC when casting spells. in this form, you can expend a charge, bursting out water. The creature needs to make a DC 18 Dexterity sving throw, or get Shield of Pins knocked prone. Shield, rare (requires attunement) This shield can be modelled after; Quilladin. Final Effort Spiky Shield. This shield has 3 charges and regains 1d4-1 Greatsword, rare (requires attunement) charges at dawn. Whenever you are hit bit a melee attack, you This sword can be modelled after; Herdier. can expend 1 charge to extend the pins, dealing 1d4 piercing Last Resort. After every other creature has a turn in damage to your attacker. combat, your next attack with this sword deals 3d6. After you make this attack, you lose the extra damage until every Shield of Pins creature finishes 2 turns. Shield, very rare (requires attunement) This shield can be modelled after; Maractus and Final Effort Chesnaught. Greatsword, very rare (requires attunement) Spiky Shield. This shield has 3 charges and regains 1d4-1 This sword can be modelled after; Stoutland. charges at dawn. Whenever you are hit by a melee attack, you Last Resort. After every other creature has a turn in can expend 1 charge to extend the pins, dealing 2d4 piercing combat, your next attack with this sword deals 4d6. After you damage to your attacker. make this attack, you lose the extra damage until every creature finishes 2 turns. Cloak of the Damned Wondrous item, very rare (requires attunement) Helm of Quick Eating This cloak can be modelled after; Cofagrigus. Wondrous item, rare (requires attunement) Mummy. This cloak has 4 charges, and regains 1d4 This helm can be modelled after; Simisage, Simisear, and charges at midnight. Whenever you are hit by a melee attack, Simipour. you can expend 1 charge to temporarily remove the Gluttony. You can drink potions and eat food as a bonus enchantment of the magical weapon that hits you. If the action. attack is either a spell or a non-enchanted weapon, you temporarily remove one of the creature's passive traits. Their trait, or the weapon's enchantment, comes back after they finish a long rest. Mask of Illusions Lantern Staff Wondrous item, rare (requires attunement) Staff, very rare (requires attunement) This mask can be modelled after; Zorua. This staff can be modelled after; Chandelure. Illusion. While wearing this mask, you can use an action to Will-O-Wisp. This staff contains a wisp in its lantern change your appearance. You decide what you look like, shaped head. You can speak the staff's command word to transforming into either a creature, or camoflauging yourself light or unlight the wisp. While the wisp is lit, it produces a within the environment. You cannot change your appearance bright light in a 30 foot radius, and a dim light for an to a creature that is a larger size than you, nor can you alter additional 30 feet. you appearance to a creature you haven't seen before. In This staff has 6 charges and regains 1d6 charges at dawn. addition, you do not gain any properties, attacks, or features You can use a bonus action to shoot the wisp out of the staff of the creature you are mimicing. It takes a DC 13 at a creature, up to 60 feet away. The targeted creature must Intelligence check to see through your illusion. make a DC 13 Constitution saving throw, or become burned for 1 minute. A burned creature takes 1d10 fire damage at Mask of Illusions the start of their turn. Wondrous item, very rare (requires attunement) This mask can be modelled after; Zoroark. Cold Steel Illusion. While wearing this mask, you can use an action to Wondrous item, legendary (requires attunement) change your appearance. You decide what you look like, These gauntlets can be modelled after; Cryogonal. transforming into either a creature, or camoflauging yourself Sheer Cold. Once per day, you can use your action to touch within the environment. You do not gain any properties, a creature with this pair of gauntlets. The creature must attacks, or features of the creature you are mimicing. It takes make a DC 18 Constitution saving throw, or take 4d6 cold a DC 15 Intelligence check to see through your illusion. damage and become paralyzed for 1 minute. If the creature rolls a 1 on their saving throw, they instantly die. Calculated Lance Lance, very rare (requires attunement) Groovy Helm This lance can be modelled after; Escavalier. Wondrous item, rare (requires attunement) Smart Strike. This lance has 3 charge, and regains 1d4-1 This helm can be modelled after; Bouffalant. charges at dawn. When you make an attack with this lance, Head Charge. You can make unarmed strikes with this you can expend a charge to automatically hit. helm, dealing 1d10 bludgeoning damage. If you move at least 20 feet in the direction of a creature, and follow up with an Powder of Enraging attack with this helm, you deal 4d10 damage. You can only Wondrous item, very rare (requires attunement) use this feature once per short or long rest. This vial of powder can be modelled after; Amoonguss. Rage Powder. This vial is filled with 3 doses of powder, Flaming Whip and regains 1d4-1 uses at dawn. As an action, you can Whip, very rare (requires attunement) sprinkle a dose of powder on yourself, lasting until the end of This whip can be modelled after; Heatmor. your next turn. Any creature that considers you an enemy is Fire Lash. This whip deals fire damage. In addition, if you forced to attack you, and only you. critically hit with this whip, you can forgoe the extra damage and instead lower your target's armor class by 2. Barbed Armor Wondrous item, very rare (requires attunement) Galaxy Staff This armor can be modelled after; Ferrothorn and Staff, rare (requires attunement) Togedemaru. This staff can be modelled after; Zweilous. Iron Barbs. This armor has 3 charges, and regains 1d4-1 Draco Meteor. This staff has 4 charges, and regains 1d4 charges at dawn. Whenever you are hit by a melee attack, you charges at midnight. You can use an action to expend a can use your reaction to expend a charge, dealing 2d8 charge and cast the spell, Melf's Minute Meteors. You can piercing damage to your attacker. cast this spell at higher levels by expending more charges. The meteors that are a part of this staff deal force damage Lantern Staff and not fire. Staff, rare (requires attunement) This staff can be modelled after; Lampent. Galaxy Staff Will-O-Wisp. This staff contains a wisp in its lantern Staff, very rare (requires attunement) shaped head. You can speak the staff's command word to This staff can be modelled after; Hydreigon. light or unlight the wisp. While the wisp is lit, it produces a Draco Meteor. This staff has 4 charges, and regains 1d4 bright light in a 30 foot radius, and a dim light for an charges at midnight. You can use a bonus action to expend a additional 30 feet. charge and cast the spell, Melf's Minute Meteors. You can This staff has 6 charges and regains 1d6 charges at dawn. cast this spell at higher levels by expending more charges. You can use a bonus action to shoot the wisp out of the staff The meteors that are a part of this staff deal force damage at a creature, up to 60 feet away. The targeted creature must and not fire. make a DC 13 Constitution saving throw, or become burned for 1 minute. A burned creature takes 1d8 fire damage at the start of their turn. Staff of the Seraph Grass Shield Staff, very rare (requires attunement) Shield, uncommon (requires attunement) This staff can be modelled after; Volcarona. This shield can be modelled after; Gogoat. Quiver Dance. This staff has 6 charges, and regains 1d6 Grass Pelt. While any part of your body is touching grass, charges at dawn. As a bonus action, you can expend 1 charge, you gain an additional +2 to your armor class. gaining +1 to your attack rolls, damage rolls, and spell save DC for your casted spells, while also gaining 5 movement King's Scabbard speed. This bonus caps out at +3, and lasts until you finish a Wondrous item, very rare (requires attunement) short or long rest. This scabbard can be modelled after; Doublade. Sacred Sword. Any swords that are stored in this Wand of the Mystic scabbard become magical, and gain +2 to their attack and Wand, rare (requires attunement) damage rolls. This wand can be modelled after; Misdreavus and Braixen. Mystical Fire. This wand has 6 charges, and regains 1d6 King's Shield and Sword charges at dawn. As an action, you can expend a charge and Shield and Shortsword, legendary (requires attunement by a shoot a ball of fire at a target. This ball of fire deals 2d6 fire paladin or cleric) damage and any creature hit by this ball of fire needs to make This sword and shield pair can be modelled after; a DC 13 Wisdom saving throw. On a failed save, the creature Aegislash. Both items come as a set, only requiring you to loses 1 to their spell attack and damage rolls. attune once. Both the shield and sword have a shared pool of 6 charges, which regains 1d6 charges at dawn. Wand of the Mystic King's Shield. When you are hit by a melee attack, you can Wand, very rare (requires attunement) use a reaction to expend 2 charges, lowering the attacker's This wand can be modelled after; Mismagious and damage by your cleric or paladin level plus your proficiency. Delphox. This damage reduction stays until the creature finishes a Mystical Fire. This wand has 10 charges, and regains short or long rest, and can stack with further uses of this 1d6+4 charges at dawn. As an action, you can expend a shield. charge and shoot a ball of fire at a target. This ball of fire Sacred Sword. This sword deals radiant damage instead deals 2d6 fire damage and any creature hit by this ball of fire of slashing. This sword has +2 to its attack and damage rolls. needs to make a DC 15 Wisdom saving throw. On a failed In addition, you can expend 2 charges when you hit a save, the creature loses 2 to their spell attack and damage creature, dealing extra radiant damage equal to half your rolls. cleric or paladin level.

Winged Armor Staff of Incense Wondrous item, rare (requires attunement) Staff, very rare (requires attunement) This armor can be modelled after; Fletchinder. This staff can be modelled after; Aromatisse. Gale Wings. You gain a flying speed of 30 feet. Aroma Veil. This staff produces a pleasant aroma of your choice. Any ally within 30 feet of you, that can also smell the Winged Armor aroma, is immune to mind controlling spells, as well as any Wondrous item, very rare (requires attunement) smell based spell, such as Stinking Cloud. This armor can be modelled after; Talonflame. Gale Wings. You gain a flying speed of 30 feet. In addition, Ring of Reversal you gain +5 to your initiative rolls. Wondrous item, very rare (requires attunement) This ring can be modelled after; Malamar. Amulet of Sharing Topsy-Turvey. Once per day, you can reverse any buffs a Wondrous item, rare (requires attunement) creature has. This effects; buffs from magical items, spells, or This amulet can be modelled after; Floette. any other outside sources. These buffs are completely Symbiosis. As an action, you can share the enchantment of reversed, for example; +3 to attack rolls becoming -3, losing one of your items with an ally. They gain any benefits or any temporary hit points, or reversing any movement speed features of the enchantment of this item, without having to gains. attune to it. You can only use this ability once per day, and once used, it lasts until your ally finishes a short or long rest. Dagger of Arcing Dagger, very rare (requires attunement) Amulet of Sharing This dagger can be modelled after; Heliolisk and Dedenne. Wondrous item, very rare (requires attunement) Parabolic Charge. This dagger deals lightning damage. In This amulet can be modelled after; Florges. addition, you heal for half of the damage you deal with this Symbiosis. As an action, you can share the enchantment of dagger. one of your items with an ally. They gain any benefits or features of the enchantment of this item, without having to Goggles of the Fey attune to it. You can only use this ability once per day, and Wondrous items, rare (requires attunement) once used, it lasts until your ally finishes a long rest. These goggles can be modelled after; Sylveon. Pixilate. All of your attacks deal an extra 1d4 radiant damage. Sticky Armor Bubble Flute Wondrous item, rare (requires attunement) Wondrous item, rare rare (requires attunement) This armor can be modelled after; Sliggoo. This flute can be modelled after; Brionne. Gooey. Creatures that hit you with a melee attack lose 5 Sparkling Aria. This flute has 3 charges, and regains 1d4- feet of their movement speed each time they hit you. This 1 charges at dawn. As an action, you can play this flute and effect stacks. expend a charge. A bubble forms and pops, curing any ally within 30 feet of their status condition. Sticky Armor Wondrous item, very rare (requires attunement) Bubble Flute This armor can be modelled after; Goodra. Wondrous item, very rare (requires attunement) Gooey. Creatures that hit you with a melee attack lose 10 This flute can be modelled after; Primarina. feet of their movement speed each time they hit you. This Sparkling Aria. This flute has 6 charges, and regains 1d6 effect stacks. charges at dawn. As an action, you can play this flute and expend a charge. A bubble forms and pops, curing any ally Key of the Trickster within 30 feet of their status condition. Wondrous item, very rare (requires attunement) This key can be modelled after; Klefki. Cloak of Pursuit Fairy Lock. This key has 6 charges, and regains 1d6 Wondrous item, very rare (requires attunement) charges at dawn. As a bonus action, you can tap a creature This cloak can be modelled after; Gumshoos. with this key, expending a charge. The creature must make a Stakeout. You deal double damage when making attacks of DC 15 Wisdom saving throw, or become restrained for 1 opportunity. minute. Boots of the Dancer Shadow Bow Wondrous item, uncommon (requires attunement) Longbow, rare (requires attunement) These boots can be modelled after; Oricorio. Depending on This bow can be modelled after; Dartrix. the Oricorio form, these boots deal specific damage. Baile Spirit Shackle. This bow has 3 charges, and gains 1d4-1 deals fire, Pom-Pom deals lightning, Pa'u deal psychic, and charges at midnight. When you hit a creature with this bow, Sensu deals necrotic. you can expend a charge and force a DC 13 Constitution Revelation Dance. You gain an extra 1d4 damage to your saving throw on your target. On a failed save, the creature unarmed strikes. The damage type of this extra damage is becomes retrained for 1 minute. determined by what the boots are modelled after.

Shadow Bow Pollen Bow Longbow, very rare (requires attunement) Shortbow, very rare (requires attunement) This bow can be modelled after; Decidueye. This bow can be modelled after; Ribombee. Spirit Shackle. This bow has 3 charges, and gains 1d4-1 Pollen Puff. When attack an ally with this bow, arrows charges at midnight. When you hit a creature with this bow, explode shortly before impact, shooting pollen all over them. you can expend a charge and force a DC 15 Constitution This bow heals allies instead of damaging them. saving throw on your target. On a failed save, the creature becomes retrained for 1 minute. Rough Dart Dart, rare (requires attunement) Wrestler Gloves This dart can be modelled after; Midday Lycanroc. Wondrous item, rare (requires attunement) Accelerock. This dart deals force damage instead of These glvoes can be modelled after; Torracat. piercing. In addition, you can throw this dart as an attack Darkest Lariat. These glvoes have 3 charges, and regains action at any point during a round. However, this acts as your 1d4-1 charges at midnight. When attack a target, you can attack action during your normal turn, not allowing you to expend a charge to ignore any positive benefits your target make a second action during your actual turn. has, that would effect your attack. Ring of Beastial Command Wrestler Gloves Wondrous item, very rare (requires attunement) Wondrous item, very rare (requires attunement) This ring can be modelled after; Wishiwashi. These glvoes can be modelled after; Incineroar. Schooling. This ring has 6 charges, and regains 1d6 Darkest Lariat. These glvoes have 6 charges, and regains charges at dawn. As an action, you can expend a charge, 1d6 charges at midnight. When attack a target, you can summoning a swarm of creatures around yourself, that are expend a charge to ignore any positive benefits your target related to your current environment. This swarm can be has, that would effect your attack. made up of; Bats, Beetles, Centipedes, Spiders, Wasps, and Quippers. The swarm lasts for 1 minute. While the swarm is around you, you gain resistance to bludgeoning, piercing, and slashing damage. In addition, you gain any passive features the swarm might have, restricted to; movement speeds and traits such as a Quipper's Blood Frenzy. Armor of Endurance Commanding Wand Wondrous item, very rare (requires attunement) Wand, very rare (requires attunement) This ring can be modelled after; Mudsdale. This wand can be modelled after; Oranguru. Stamina. This armor has 3 charges, regaining 1d4-1 Instruct. This wand has 6 charges, and regains 1d6 charges at dawn. Whenever you are hit with a damaging charges at dawn. As a bonus action, you can expend a charge attack, you can expend a charge to give yourself +1 to your and command a willing creature to make an attack action armor class. You lose any bonuses after finishing a short or with either a weapon that is currently in their hands, or with long rest. a spell. The creature must use their reaction to make this action. Blade of Bubbles Longsword, very rare (requires attunement) Ring of Catching This sword can be modelled after; Araquanid. Wondrous item, very rare (requires attunement) Water Bubble. You resist fire damage while attuned to this This ring can be modelled after; Passimian. sword. In addition, your attacks with this sword deal an extra Reciever. This ring has 3 charges, and regains 1d4-1 1d4 cold damage. charges at dawn. Whenever an ally gains a beneficial effect, you can use a reaction to expend a charge and gain the same Sword of the Sun effect. Longsword, very rare (requires attunement) This sword can be modelled after; Lurantis. Greaves of Escape Solar Blade. This sword deals radiant damage instead of Wondrous item, very rare (requires attunement) slashing. If you do not attack with this sword for at least 1 These greaves can be modelled after; Golisopod. round, your next attack with it is an automatic critical hit. Emergency Exit. If an enemy's attack brings you below half of your maximum hit points, you automatically dash in a Dagger of Dread direction of your choice. This movement does not trigger Dagger, rare (requires attunement) attacks of opportunities. This dagger can be modelled after; Salandit. This dagger only evolves when attuned to a female. Amulet of the Beach Corrosion. This dagger deals poison damage instead of Wondrous item, very rare (requires attunement) slashing. Attacks made with this dagger cannot be resisted. This amulet can be modelled after; Palossand. Water Compaction. Whenever you are hit by cold damage, Dagger of Dread your armor class increases by 1. Dagger, very rare (requires attunement) This dagger can be modelled after; Salazzle. Armor of Retribution Corrosion. This dagger deals poison damage instead of Wondrous item, very rare (requires attunement) slashing. Attacks made with this dagger cannot be resisted This armor can be modelled after; Pyukumuku. nor can a creature be immune to its damage. Innards Out. When a creature kills you with an attack, they take damage equal to the hit points you had right before Leafy Boots they attacked you. Wondrous item, rare (requires attunement) These boots can be modelled after; Steenee. Multi-Axe Trop Kick. These boots have 3 charges, and regain 1d4-1 Battleaxe, rare (requires attunement) charges at dawn. Whenever you hit a creature with an This axe can be modelled after; Silvally. unarmed strikes, you can expend a charge and force the RKS System. You can spend a 1 hour ritual to change the creature to make a DC 13 Constitution saving throw. On a damage type of this axe by touching it to another magical failed save, the creature loses 1 to their damage rolls. This item that has a specific damage type. Once the damage type effect can stack. is changed this way, it remains until you perform another ritual. You gain an extra 1d4 damage while this axe deals any Leafy Boots damage type other than slashing. Wondrous item, very rare (requires attunement) These boots can be modelled after; Tsareena. Shield of the Cornered Beast Trop Kick. These boots have 6 charges, and regain 1d6 Shield, very rare (Requires attunement) charges at dawn. Whenever you hit a creature with an This shield can be modelled after; Minior. unarmed strikes, you can expend a charge and force the Shields Down. While you have more than half of your creature to make a DC 15 Constitution saving throw. On a maximum hit points, you have advantage on saving throws failed save, the creature loses 1 to their damage rolls. This made against status conditions. effect can stack. Once you fall below half of your maximum hit points, you automatically drop this shield, losing 2 to your armor class, Ring of Healing and you cannot pick the shield back up until you either leave Wondrous item, very rare (requires attunement) combat or gain enough hit points to go over half of your This ring can be modelled after; Comfey. maximum. Once you drop the shield in this way, your Triage. You can ignore the initiative order when casting movement speed doubles and you gain +1 to attack and healing spells, using it at any point within a round. This uses damage rolls. up your normal action for that round. Goggles of Continuous Sleep Layered Scale Armor Wondrous item, very rare (requires attunement) Wondrous item, very rare (requires attunement) These goggles can be modelled after; Komala. This armor can be modelled after; Kommo-o. Comatose. While attuned to these goggles, you are Clanging Scales. Once per short or long rest, you can permanently asleep. You are immune to the following status quickly shake your armor, letting off a loud, clanging noise. conditions; Blind, image based Fears, Paralysis, Petrification, Any creature within 30 feet of you, that can also hear, needs Poisons, and Stuns. However, because you are asleep, you to make a DC 15 Constitution saving throw, or take 4d6 cannot take reactions. thunder damage. A creature takes half as much damage on a successful save. Explosive Shield Shield, very rare (requires attunement) Legendary Pokemon This shield can be modelled after; Turtonator. This section contains items that are based off of legendary Shell Trap. Once per short or long rest, you can use an Pokemon, and are of the legendary rarity. I decided against action to prime your shield. The next time you take damage making some of the legendaries artifact rarity because I from a melee attack, the shield explodes. The creature that truthfully don't think I could make a solid artifact item. attacked you must make a DC 15 Dexterity saving throw or take 3d6 fire damage. On a successful save, the creature takes half of that damage. Frigid Soul Shortsword, legendary (requires attunement) This sword can be modelled after; Articuno. Amulet of Deception Fly. You gain a flying speed of 30 feet. Wondrous item, very rare (requires attunement) Frost Breath. This shortsword deals cold damage instead This amulet can be modelled after; . of slashing, and every attack is a critical hit. You still need to Disguise. This amulet surrounds you in a illusion that is a roll to hit, however. few millimeters off of your body, but perfectly replicates your image from any direction. The first instance of damage you take is completely nullified, but breaks the illusion. Once the Sky's Lightning Halberd, legendary (requires attunement) illusion breaks, it does not come back until next dawn. This halberd can be modelled after; Zapdos. Fly. You gain a flying speed of 30 feet. Distracting Cloak Discharge. This halberd deals lightning damage instead of Wondrous item, rare (requires attunement) slashing. On hit, any creature within a 10 foot radius, not This cloak can be modelled after; Bruxish. including yourself, takes half of the damage dealt to your Wonder Skin. You have advantage on saving throws made target. against non-damaging magical effects. Erupting Fire Ring of Frenzy Longbow, legendary (requires attunement) Wondrous item, rare (requires attunement) This bow can be modelled after; Moltres. This ring can be modelled after; Drampa. Fly. You gain a flying speed of 30 feet. Beserk. Whenever you fall below half of your maximum hit Burn Up. This bow deals fire damage instead of piercing. points, you gain +1 to your spell attack and damage rolls. This Once per short or long rest, when you shoot an arrow, you effect stacks, and you lose any benefits from this ring after can turn it into a 3rd-Level Fireball. The DC for this Fireball finishing a short or long rest. is 18, and after using this feature, the bow's damage type returns to piercing until you finish a short rest. Gloves of the Blacksmith Wondrous item, very rare (requires attunement) These gloves can be modelled after; Dhelmise. Genesis Ring Wondrous item, legendary (requires attunement) Steelworker. You have proficiency with any item that is This ring can be modelled after; . made from metals. In addition, any metal weapons that you Transform. As a bonus action, you can transform this ring use deal an extra 1d4 damage. into any magical item you can see. It retains all of the properties of this item, outside of this feature, and gains any Layered Scale Armor features of the chosen item. If you transform this ring into a Wondrous item, rare (requires attunement) weapon, you are proficient with it. The transformation lasts This armor can be modelled after; Hakamo-o. until you choose to end it. Clanging Scales. Once per short or long rest, you can Metronome. Once per day, you can cast any 5th-Level or quickly shake your armor, letting off a loud, clanging noise. lower spell, at will. Your chosen spell has a spell save DC of Any creature within 30 feet of you, that can also hear, needs 18, and a spell attack bonus of +10. If you are already a to make a DC 13 Constitution saving throw, or take 2d6 spellcaster, you can use your own DC and attack bonus if they thunder damage. A creature takes half as much damage on a are higher. successful save. Staff of the Psychic Zephyr Staff, legendary (requires attunement) Longbow, legendary (requires attunement) This helm can be modelled after; . This bow can be modelled after; . This staff can be wielded as a +2 quarterstaff. Whirlwind. This bow has 5 charges, and regains all Psychic. This staff has 5 charges, and regains all charges expended charges at midnight. You can cast the following at midnight. You can cast the following spells from this armor, spells from this bow; Gust of Wind (1 charge) , Fog Cloud (1 all costing 1 charge each; Detect Thoughts, Telekinesis, charge) , Wind Wall (1 charge) , and Investiture of Wind (3 Augury, Suggestion, and Command. charges) . The spell save DC for these spells is 18, unless you Pressure. Any creature that you consider an enemy, have a higher one. expends 1 extra resource, where applicable. This does not Aeroblast. This bow deals force damage instead of apply to spell slots. piercing damage, and critically hits on rolls of 17, 18, 19, and 20. Mask of Sparks Wondrous item, legendary (requires attunement) Scorch This mask can be modelled after; Raikou. Warhammer, legendary (requires attunement) Roar. As a bonus action, you can let out a cacophonus roar. This hammer can be modelled after; Ho-oh. Any creature that considers you an enemy must make a DC Fire Blast. This hammer has 5 charges, and regains all 18 Wisdom saving throw. On a failed save, the creature expended charges at dawn. You can cast the fllowing spells becomes frightened of you. from this hammer; Burning Hands (1 charge) , Agnazzar's Thunder. As an action, you can call down lightning onto a Scorcher (1 charge), Fireball (1 charge) , and Investiture of single creature. This creature must make a DC 18 Dexterity Flame (3 charges) . The spell save DC for these spells is 18, saving throw or take 4d6 lightning damage. On a successful unless you have a higher one. save, the damage is halved. Any creature, other than yourself, Sacred Fire. Attacks with this warhammer deal an that is within 30 feet of this attack, and can hear, takes 1d4 additional 1d6 fire damage. A creature hit by this hammer thunder damage. must make a DC 18 Constitution saving throw or become burned for 1 minute. A burned creature takes 1d4 fire Mask of Embers damage at the start of their turn. Wondrous item, legendary (requires attunement) This mask can be modelled after; . Temporal Ring Roar. As a bonus action, you can let out a cacophonus roar. Wondrous item, legendary (requires attunement) Any creature that considers you an enemy must make a DC This ring can be modelled after; . 18 Wisdom saving throw. On a failed save, the creature Heal Bell. You can use a bonus action to cure the status becomes frightened of you. condition of any ally than can hear the chime emanating from Lava Plume. As an action, you can cause your body to this ring. erupt into flames. Any creature within 10 feet of you must Future Sight. Once per day, you can either rewind a make a DC 18 Dexterity saving throw or take 4d6 fire creature's entire turn, or fast forward through it. damage. On a successful save, the damage is halved. Creatures affected by this feature take an additional 1 fire Shield of the Earth damage at the end of their turns, lasting for 1 minute. Shield, legendary (requires attunement) This shield can be modelled after; Regirock. Mask of Snow Protect. Twice per short or long rest, you can use a Wondrous item, legendary (requires attunement) reaction to completly nullifying any incoming damage from a This mask can be modelled after; Suicune. single attack. Roar. As a bonus action, you can let out a cacophonus roar. Sturdy. When you are reduced to 0 hit points, you can drop Any creature that considers you an enemy must make a DC to 1 hit point instead. You can only use this feature once per 18 Wisdom saving throw. On a failed save, the creature day. becomes frightened of you. Icy Wind. As an action, you summon a gale of ice. Any Shield of the Glacier creature within a 15 foot cone, orginating from you, must Shield, legendary (requires attunement) make a DC Dexterity saving throw or take 4d6 cold damage. This shield can be modelled after; Regice. On a successful save, the damage is halved. Any creature Protect. Twice per short or long rest, you can use a caught in this effect has their movement speed halved for 1 reaction to completly nullifying any incoming damage from a minute. single attack. Ice Body. Once per day, when you use your Protect feature, the creature that attacked you must make a DC 18 Constitution saving throw, or become frozen for 1 minute. A frozen creature is considered paralyzed. Shield of the Metals Staff of the Sky Serpent Shield, legendary (requires attunement) Staff, legendary (requires attunement) This shield can be modelled after; Registeel. This staff can be modelled after; Rayquaza. Protect. Twice per short or long rest, you can use a This staff has 6 charges, and regains 1d6 charges at dawn. reaction to completly nullifying any incoming damage from a Extreme Speed. Once per round, you can expend 1 charge single attack. in order to ignore the initiative order and use your action at Light Metal. While attuned to this shield, your weight is any point. You cannot use this feature if you have already halved. In addition, since you are lighter, and therfore more made an action in the current round, and if you use this nimble, attacks against you are made at disadvantage. Once feature before it is your turn, you do not have an action when you are hit, this feature wears off until the start of your next it is your turn. turn. Dragon Ascent. You have a flying speed of 30 feet. While flying, you can make a diving attack with this staff. WWhen Billow & Shimmer making a diving attack, you can expend 3 charges to Shortswords, legendary (requires attunement) automatically make your attack critically hit. Billow can be modelled after Latias, while Shimmer can be modlled after Latios. Both swords come in a pair, requiring a Star Amulet single attunement for both. Wondrous item, legendary (requires attunement) Mist Ball. Billow is covered a thin mist. Creatures hit by This amulet can be modelled after; Jirachi. this sword must make a DC 18 Constitution saving throw. On Wish. Once per day, you can cast the spell Wish from this a failed save, the creature gains -1 for damage rolls relating to amulet, allowing you to duplicate any other spell of 8th level spells. This effect can stack, and stays active until the or lower. In addition, this amulet has 3 charges. You can use creature finishes a long rest. an action to expend a charge and cast the spell Wish, without Luster Purge. Everytime Shimmer hits a creature, it any restrictions. This amulet never regains its charges. shines a bright light. Any creature hit by this sword must Healing Wish. Once per day, you can bring yourself to 0 hit make a DC 18 Constitution saving throw, or become blinded points, completely killing yourself. You are immediately dead, until the end of their next turn. and skip any death saving throws. In return, you can heal an ally as if they finished a long rest. The ally heals up to their Staff of the Leviathan maximum hit points, regains any spent resources, and loses Staff, legendary (requires attunement) any status conditions they have. This staff can be modelled after; Kyogre. This staff has 6 charges, and regains 1d6 charges at dawn. Strange Ring Drizzle. As a bonus action, you can expend a charge, Wondrous item, legendary (requires attunement) summoning a rainstorm in a 20 foot radius, centered around This ring can be modelled after; . In addition, the yourself. The area becomes heavily obscured and difficult ring has 3 other forms, all based on the other Deoxys forms; terrain, however you remain unaffected. Any creature, other Attack (Maul) , Defense (Shield) , and Speed (Dagger) . than yourself, that moves within the area, must make a DC 15 Psycho Shift. As an action, you can transfer a status Dexterity saving throw or fall prone. condition you are currently under ther effects of to another Water Spout. As an action, you can expend 2 charges and creature of your choice. In addition, you can use a bonus launch a spray of water into the air. While at maximum hit action to transform this ring into one of three forms. While in points, you deal 4d10 cold damage in a 20 foot radius, these forms, you retain this property and gain a new one. centered around yourself. If you use this feature while below Psycho Boost. You gain this feature by transforming this your maximum hit points, you deal 4d6 cold damage instead. ring into a maul. This maul begins at 2d6 and critically hits on rolls of 20. Subsequent successful hit lower the damage Staff of the Behemoth die and add another roll that this maul can critically hit on; Staff, legendary (requires attunement) 1d12 & 19, 1d10 & 18, 1d8 & 17, and 1d6 & 16. The rolls this This staff can be modelled after; Groudon. maul can critically strike on is additive, meaning that at 1d6 This staff has 6 charges, and regains 1d6 charges at dawn. damage, it critically hits on rolls of 20, 19, 18, 17, and 16. Drought. As a bonus action, you can expend a charge, Cosmic Power. You gain this feature by transforming summoning a light that sheds bright light in a 60 foot radius, this ring into a shield. As an action, you can gain +1 to your and dim light for an additional 30 feet, and lasts for 1 minute. armor class and spell save DC. This caps out at +3, and you This light floats at any height of your choice, and follows you. only gain this bonus while the ring is in shield form, but it While this light is active, any fire damage you deal is doubled, persists until you finish a long rest. and any effects that rely on the sun can also be used under Teleport. You gain this feature by transforming this ring this light. Any creature that ends their turn within the area of into a dagger. As a part of your attack action with this dagger, the bright light takes 1d4 fire damage. you can teleport up to your movement speed to an Eruption. As an action, you can expend 2 charges and unoccupied spot. Before, or after, you teleport, you can make launch balls of fire into the air. While at maximum hit points, an attack with this dagger. you deal 4d10 fire damage in a 20 foot radius, centered around yourself. If you use this feature while below your maximum hit points, you deal 4d6 fire damage instead. Symbol of Wisdom Armor of the Volcano Tattoo, legendary (requires attunement) Wondrous item, legendary (requires attunement) This tattoo can be modelled after; Uxie. This armor can be modelled after; Heatran. Calm Mind. While you are attuned to this tattoo, your Flash Fire. You are immune to fire damage. Whenever you Wisdom ability score becomes 25. are hit with fire damage, your next weapon attack deals an Levitate. You can hover in place and fly as if you had additional 1d4 fire damage. wings. Your flying speed is equal to your movement speed, Magma Storm. Once per short or long rest, you can use an and scales with your movement speed. action to summon a vortex of magma anywhere within 60 feet of yourself, lasting for 1 minute. This vortex takes up a 5 Symbol of Courage foot cube. If you summon the vortext on a creature, it must Tattoo, legendary (requires attunement) make a DC 18 Dexterity saving throw. On a successful save, This tattoo can be modelled after; Mesprit. the creature is shoved into an unoccupied space within 5 feet Charm. While you are attuned to this tattoo, your of the vortex, and takes 1d10 fire damage. On a failed save, Charisma ability score becomes 25. the creature becomes restrained by the vortex, and takes Levitate. You can hover in place and fly as if you had 1d10 fire damage at the start of their turns. wings. Your flying speed is equal to your movement speed, On subsequent turns, you can use your bonus action to and scales with your movement speed. move the vortex up to 30 feet. Moving the vortex into another creature's space requires the same Dexterity saving throw, Symbol of Power and damage, as outlined above. Creatures can attempt to Tattoo, legendary (requires attunement) walk through the vortex, taking 4d10 fire damage as they This tattoo can be modelled after; Azelf. pass through. Psych Up. While you are attuned to this tattoo, your Strength or Dexterity ability score becomesn 25. You choose Armor of the Colossus which one it is, and that choice is permanent. Wondrous item, legendary (requires attunement) Levitate. You can hover in place and fly as if you had This armor can be modelled after; Regigigas. wings. Your flying speed is equal to your movement speed, Protect. Twice per short or long rest, you can use a and scales with your movement speed. reaction to completly nullifying any incoming damage from a single attack. Temporal Helm Crush Grip. While wearing this cloak, your unarmed Wondrous item, legendary (requires attunement) strikes can deal bludgeoning damage based on your target's This helm can be modelled after; Dialga. current hit points. Refer to the chart below for which damage Telepathy. None of your attacks or spells can harm allies. die to use. Roar of Time. This helm has 4 charges, and regains 1d4 charges at dawn. As an action, you can expend a charge and Crush Grip Damage roar at a creature within 30 feet of you. Both you and the Target's HP Damage Die creature become locked in time, and cannot act until the end 100% of Max 2d6 of their next turn. If you use this feature before your target moves in the current round, this effect lasts until the end of 75+% of Max 1d10 their turn on the following round. 50+% of Max 1d8 25+% of Max 1d6 Spatial Helm Wondrous item, legendary (requires attunement) 0+% of Max 1d4 This helm can be modelled after; Palkia. Telepathy. None of your attacks or spells can harm allies. Distorted Cloak Spatial Rend. This helm has 4 charges, and regains 1d4 Wondrous item, legendary (requires attunement) charges at dawn. As an action, you can expend a charge and This cloak can be modelled after; . distort the dimensions in a 60 foot radius, centered around This cloak has 6 charges, and regains 1d6 charges at you. You become paralyzed until the end of your next turn, midnight. however you can reposition any creature within the radius, Ominous Wind. As an action, you can expend 2 charges moving them wherever you please. You can move the and expel a gust of dark wind in a 10 foot radius. Any creatures once when you use this feature, and once again creature caught in the gust must make a DC 18 Dexterity before the end of your next turn, at any point in the initiative saving throw, or take 2d8 necrotic damage. On a successful order. save, a creature takes half damage. Any creature hit by this feature becomes marked. Once per day, if you critically hit a marked creature, you gain +2 to your armor class, saving throws, attack rolls, and damage rolls for 1 minute. Shadow Force. As an action, you can expend 2 charges and plane shift into your own, personal plane of exsistence. This dimension is completely empty, but can support life. You can stay here indefinitely, but in order to leave you must use a bonus action. You can choose any unoccupied space to teleport back to. Once you teleport back, you can immediately make a weapon attack, which cannot miss. Ring of the Moon Sword of the Iron Will Wondorus item, legendary (requires attunement) Longsword, legendary (requires attunement) This ring can be modelled after; Cresselia. This sword can be modelled after; Cobalion. Trick Room. This ring has 3 charges, regaining 1d4-1 This sword has 10 charges, and regains 1d6+4 charges at charges at dawn. As an action, you can expend a charge and dawn. surround the battlefield in a disoreinting field. The initiative Quick Guard. Whenever you are attacked by a creature, order is now reversed, going back to the creature that made you can use your reation to expend 2 charges and attempt to their turn before you. parry the attack. Roll damage for this sword as normal and Lunar Dance. Once per day, you can use a bonus action to reduce the incoming attack by that damage. If you reduce the bring yourself to 0 hit points, killing you instantly. You can damage to 0, you inflict the damage on your attacker instead. choose a single ally to gain the benefits of a long rest. The ally Swords Dance. As a bonus action, you can expend 5 fully heals up to their maximum hit points, regains any charges to gain +2 to your attack and damage rolls made with expended resources, and loses any current status conditions. this sword. This bonus persists until you finish a long rest.

Heartful Amulet Sword of the Collapsing Cavern Wondrous item, legendary (requires attunement) Longsword, legendary (requires attunement) This amulet can be modelled after; Phione and Manaphy. This sword can be modelled after; Terrakion. Tail Glow. You gain +3 to attack and damage rolls made This sword has 10 charges, and regains 1d6+4 charges at with spells. This effect is permanent, and will persist even if dawn. you debuffed, or this effect is transferred. Stone Edge. Whenever you attack with this sword, you can Heart Swap. You can use a bonus action to transfer any expend 2 charges to shoot large stones from behind your effects, positive or negative, to a creature of your choice. target. Any creature within a 15 foot cone behind your target, Once you use this feature, it can't be used until next dawn. must make a DC 18 Dexterity saving throw or take 2d6 piercing damage. A creature takes half damage on a Helm of Darkness successful save. Wondrous item, legendary (requires attunement) Swords Dance. As a bonus action, you can expend 5 This helm can be modelled after; Darkrai. charges to gain +2 to your attack and damage rolls made with Dark Void. As an action, you can surround up to 3 this sword. This bonus persists until you finish a long rest. creatures in darkness. Each creature must succeed a DC 18 Constitution saving throw or fall asleep. Creatures remain Sword of the Grasslands asleep for 1 minute, however damage does not wake them up. Longsword, legendary (requires attunement) You can use this ability up to 5 times a day. This sword can be modelled after; Verizion. Bad Dreams. As a bonus action, you can absorb 1d10 This sword has 10 charges, and regains 1d6+4 charges at health from any creature that is asleep. No matter how the dawn. creature fell asleep, this damage does not wake them up. Leaf Blade. As a bonus action, you can expend 2 charges and can choose any roll, outside of 20, to become a critical hit. Staff of the Divine This effect persists until you finish a long rest. Staff, legendary (requires attunement) Swords Dance. As a bonus action, you can expend 5 This staff can be modelled after; Shaymin and Sky charges to gain +2 to your attack and damage rolls made with Shaymin. this sword. This bonus persists until you finish a long rest. Serene Grace. Creatures have disadvantage on saving throws made against spells cast through this staff. Wand of the Cyclone Seed Flare. Once per short or long rest, you can make this Wand, legendary (requires attunement) staff glow an incredibly bright green light, lasting for no more This wand can be modelled after; Tornadus and Tornadus than a split second. Any creature that sees this light must Therian. make a DC 18 Constitution saving throw, or take double Prankster. As long as you are casting a spell that doesn't damage from your spells for 1 minute. deal damage, or force a saving throw, you can use your action outside of the initiative order. Halo of Brilliance Hurricane. This wand has 6 charges, and regains 1d6 Wondrous item, legendary (requires attunement) charges at dawn. You can cast the following spells from this This helm can be modelled after; Arceus. wand; Investiture of Wind (3 charges) and Gust of Wind (1 Multitype. Any time you deal damage, you can deal charge) . Your spell save DC for these spells is 18, unless your damage of any type. This effect works even if an attack or natural DC is higher. spell specifies the damage type. Judgement. No creature can resist your attacks. In addition, whenever you change the damage type of an attack, you deal and extra 2d6 damage of that type. Wand of Bolts Staff of Thunderous Fire Wand, legendary (requires attunement) Staff, legendary (requires attunement) This wand can be modelled after; Thundurus and This staff can be modelled after; White Kyurem. Thundurus Therian. Turboblaze. Attacks made with this staff ignore any buffs, Defiant. Whenever one of your stats, either armor class, resistances, or immunities caused by magical effects. ability score, movement speed, or saving throws, would be Fusion Flare. Attacks made with this staff deal 1d8 fire lowered, you instead gain +3 to that stat for the next minute. and 1d8 thunder damage while wielded with 1 hand. When Thunder. This wand has 6 charges, and regains 1d6 attacking with 2 hands, you deal 1d10 of fire and 1d10 of charges at dawn. You can cast the following spells from this thunder damage. Once per round, if any form of thunder wand; Chain Lightning (3 charges) and Shatter (1 charge) . damage has already occured from a source that is not Your spell save DC for these spells is 18, unless your natural yourself, your next attack with this staff is an automatic DC is higher. critical hit.

Staff of the Burning Field Staff of Burning Thunder Staff, legendary (requires attunement) Staff, legendary (requires attunement) This Staff can be modelled after; Reshiram. This staff is This staff can be modelled after; Black Kyurem. meant to be fused with the Ring of the Incomplete Glacier. Turboblaze. Attacks made with this staff ignore any buffs, Turboblaze. Attacks made with this staff ignore any buffs, resistances, or immunities caused by magical effects. resistances, or immunities caused by magical effects. Fusion Bolt. Attacks made with this staff deal 1d8 fire and 1d8 thunder damage while wielded with 1 hand. When Staff of the Cracking Sky attacking with 2 hands, you deal 1d10 of fire and 1d10 of Staff, legendary (requires attunement) thunder damage. Once per round, if any form of fire damage This staff can be modelled after; Zekrom. This staff is has already occured from a source that is not yourself, your meant to be fused with the Ring of the Incomplete Glacier. next attack with this staff is an automatic critical hit. Terravolt. Attacks made with this staff ignore any buffs, resistances, or immunities caused by magical effects. Sword of Resolution Shortsword, legendary (requires attunement by a creature of Hammer of the Broken Earth a good alignment) Warhammer, legendary (requires attunement) This sword can be modelled after; Keldeo and Keldeo This hammer can be modelled after; Landorus and Resolute Form. Landorus Therian. Justified. You deal double damage against creatures of an This hammer has 6 charges, and regains 1d6 charges at evil alignment. dawn. Secret Sword. Attacks with this sword cannot be resisted. Intimidate. As a bonus action, you can expend 2 charges, In addition, attacks made with this sword ignore any buffs, allowing you to let off a frightful presence. Up to 3 creatures resistances, or immunities caused by magical effects. of your choice, within 60 feet of you, must make a DC 18 Wisdom saving throw or become fears of you for 1 minute. Flute of the Melody Earth Power. You can cast the following spells from this Wondrous item, legendary (requires attunement by a bard) hammer; Investiture of Stone (3 charges) and Erupting Earth This flute can be modelled after; Meloetta Aria Form and (1 charge) . Your spell save DC for these spells is 18, unless Meloetta Piroette Form. your natural DC is higher. This flute has 6 charges, and regains 1d6+3 charges at dawn. Ring of the Incomplete Glacier Perish Song. As an action, you can expend 6 charges and Wondrous item, legendary (requires attunement) play a disturbing melody. This melody carries itself over a 60 This ring can be modelled after; Kyurem. This ring is foot radius. Any creature that can hear this song must make a meant to be fused with either the Staff of the Burning Field DC 18 Constitution saving throw. Any creature that fails its or the Staff of the Cracking Sky, making the Staff of save falls to 0 hit points at the end of your turn, 3 rounds after Thunderous Fire or the Staff of Burning Thunder, you use this feature. Creatures that succeed their save are respecitively. immune to this effect, however you regain 2 charges, total, if Pressure. Any creature that you consider an enemy, any creature fails its save. expends 1 extra resource, where applicable. This does not Creatures brought to 0 hit points by this feature aren't apply to spell slots. killed outright, but are instead stable. Relic Song. As a bonus action, you can expend 2 charges to play a soothing song, targeted at a single creature. The creature takes 2d6 thunder damage and must make a DC 18 Constitution saving throw, or fall asleep for 1 minute. Creatures put to sleep in this fashion can wake up early if they are damage. Modified Crossbow Thousand Waves Heavy crossbow, legendary (requires attunement) 3rd-level evocation This crossbow can be modelled after; Genesect. Casting Time: 1 action Lock-On. This crossbow has 4 charges, and regains 1d4 Range: 60 feet charges at midnight. As a bonus action, you can expend a Components: V charge, marking a creature within this crossbow's range for 1 Duration: Instantaneous minute. You have advantage on attacks made with this crossbow against that creature. You slam either your feet or your spellcasting focus in the Techno Blast. This crossbow can deal either fire, cold, ground, sending out rippling waves of earth. Any creature lightning, or force damage. You choose what damage type it within a 30 foot radius of you must make a Dexterity saving uses before making an attack. In addition, this crossbow does throw, or take 4d4 bludgeoning damage. On a successful not require ammunition, and instead shoot out bolts of save, creatures take half damage. Any creature hit by this energy. spell is automatically restrained for 1 minute. For the duration, a creature can attempt a Strength saving throw at Staff of the Creating the end of each of their turns, in an attempt to break free. Staff, legendary (requires attunement by a spellcaster) This staff can be modelled after; Xerneas. Jeweled War Pick Fairy Aura. This staff grants you +3 to your spell save DC, War pick, legendary (requires attunement) spell attack rolls, and spell damage rolls. This war pick can be modelled after; Diancie. Geomancy. This staff has 6 charges, and regains 1d6 Smack Down. This war pick gains the Thrown property, charges at dawn. You can use charges as if they were spell allowing you to throw it 30 feet away, or 60 feet away, but at slots of 6th-level or lower. disadvantage. Any flying creature hit by this war pick immediately loses their ability to fly, and falls to the ground. Staff of the Destroying Diamond Storm. Whenever you critically hit with this war Staff, legendary (requires attunement) pick, you gain +2 to your armor class. This bonus lasts until This staff can be modelled after; Yveltal. you finish a long rest. Dark Aura. This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls Bound Bottle of Mischief made with it. Wondrous item, legendary (requires attunement) Oblivion Wing. You gain +2 to your armor class, and you This flask can be modelled after; Hoopa. This item is heal for half of the damage you deal with this staff. meant to be upgraded into the Unbound Bottle of Mischief. Ally Switch. As a reaction, you can teleport yourself and a Staff of Balance single ally, switching places. If you do this while the chosen Staff, legendary (requires attunement) ally is taking an attack, you take it instead. This staff can be modelled after; Zygarde. Hyperspace Hole. As a part of your attack action, you can This staff has 6 charges, and regains 1d6 charges at dawn. teleport yourself into a plane of existence, that only you can Land's Wrath. You can cast the following spells from this access. You can either immediately come back, or come back staff; Thousand Arrows (2 charges) and Thousand Waves (2 at the start of your next turn. You teleport to an unoccipied charges) . Theses spells are outlined below. Your spell save space of your choice that is within 60 feet of where you DC for these spells is 18, and your attack modifier is +10, originally teleported from. As a part of this action, you can unless you are a spellcaster with higher modifiers. immediately make an attack action towards a creature within Core Enforcer. When you hit a creature with this staff, you range. can expend 1 charge, and force the creature to make a DC 18 Wisdom saving throw. On a failed save, a magical item of Unbound Bottle of Mischief your choice loses their enchantment until the creature Wondrous item, legendary (requires attunement) finishes a long rest. This flask can be modelled after; Hoopa Unbound. Ally Switch. As a reaction, you can teleport yourself and a Thousand Arrows single ally, or two allies instead of yourself, switching places. 3rd-level evocation If either ally you switch is about to take an attack, the creature taking its place takes the attack instead. Casting Time: 1 action Hyperspace Hole. As a part of your attack action, you can Range: 60 feet teleport yourself into a plane of existence, that only you can Components: V access. You can either immediately come back, or come back Duration: Instantaneous at the start of your next turn. You teleport to an unoccipied You point in a direction, shooting a thousand arrows made space of your choice that is within 60 feet of where you from a hard sand. Each creature in a 15 foot cone must make originally teleported from. As a part of this action, you can a Strength saving throw, or take 4d4 piercing damage. On a immediately make an attack action towards a creature within successful saving throw, creatures takes half damage. In range. Creatures attacked this way need to make a DC 18 addition, any flying creature caught in the cone falls to the Constitution saving throw, or lose 1 to their armor class. ground if they fail the saving throw. Sword of Steam Staff of the Fey Guardian Shortsword, legendary (requires attunement) Staff, legendary (requires attunement) This sword can be modelled after; Volcanion. This staff can be modelled after; Tapu Fini. Explosion. Once per day, you can target a point within 60 This staff can be wielded as a magic quarterstaff that feet of yourself, and make it explode in a 20 foot sphere of fire grants a +2 bonus to attack and damage rolls made with it. and ice. Any creature caught in the blast must make a DC 18 Nature's Madness. Each day, the first time you make a Dexterity saving throw or take 5d6 fire and 5d6 cold damage. successful attack wtih this staff, you do not roll for damage. On a successful save, creatures take half damage. Instead, you deal damage equal to half of your target's Steam Eruption. This sword deals 1d6 fire and 1d6 cold maximum hit points. damage. Once per short or long rest, when you hit a creature Psychic Terrain. Every time you enter combat, pink mist with this sword, you can erupt a beam of steam in a 20 foot surges out of your staff and covers the area in a 100 foot line, dealing half damage to any creatures behind your target. radius, cenetered around yourself. Any creature standing within this radius cannot be affected by status conditions. In Staff of the Thunder Guardian addition, any ally standing within this radius resists necrotic Staff, legendary (requires attunement) damage. This staff can be modelled after; Tapu Koko. This staff can be wielded as a magic quarterstaff that Ring of the Cosmos grants a +2 bonus to attack and damage rolls made with it. Wondrous item, legendary (requires attunement) Nature's Madness. Each day, the first time you make a This ring can be modelled after; Cosmog. This ring evolves successful attack wtih this staff, you do not roll for damage. into Cosmoem with a psychic sphere. Instead, you deal damage equal to half of your target's Teleport. This ring has 6 charges, and regains 1d6 charges maximum hit points. at dawn. You can use a bonus action to expend a charge, and Electric Terrain. Every time you enter combat, electricity teleport to an unoccupied space up to 60 feet away from you. surges out of your staff and covers the area in a 100 foot radius, cenetered around yourself. Any creature standing in Ring of the Cosmos this radius cannot be put to sleep. In addition, this staff deals Wondrous item, legendary (requires attunement) an extra 1d4 lightning damage. This ring can be modelled after; Cosmoem. This ring evolves into the Sword of the Noble Sun with a steel sphere Staff of the Psychic Guardian or the Axe of the Devious Moon with a ghost sphere. Staff, legendary (requires attunement) This ring has 6 charges, and regains 1d6 charges at dawn. This staff can be modelled after; Tapu Lele. Teleport. You can use a bonus action to expend a charge, This staff can be wielded as a magic quarterstaff that and teleport to an unoccupied space up to 60 feet away from grants a +2 bonus to attack and damage rolls made with it. you. Nature's Madness. Each day, the first time you make a Cosmic Power. You can use a bonus action to expend 2 successful attack wtih this staff, you do not roll for damage. charges, gaining +1 to your armor class and your saving Instead, you deal damage equal to half of your target's throws. maximum hit points. Psychic Terrain. Every time you enter combat, purple mist Sword of the Noble Sun surges out of your staff and covers the area in a 100 foot Greatsword, legendary (requires attunement) radius, cenetered around yourself. Any creature standing This sword can be modelled after; Solgaleo. within this radius cannot take reactions. In addition, this staff This sword can be wielded as a magic greatsword that deals an extra 1d4 psychic damage. grants a +2 bonus to attack and damage rolls made with it. Sunsteel Strike. No creature can be either resistant or Staff of the Natural Guardian immune to damage made by this sword. Staff, legendary (requires attunement) Teleport. This ring has 6 charges, and regains 1d6 charges This staff can be modelled after; Tapu Bulu. at dawn. You can use a bonus action to expend a charge, and This staff can be wielded as a magic quarterstaff that teleport to an unoccupied space up to 60 feet away from you. grants a +2 bonus to attack and damage rolls made with it. Whenever you teleport next to a creature, you can Nature's Madness. Each day, the first time you make a immediately make an attack with this sword. successful attack wtih this staff, you do not roll for damage. Instead, you deal damage equal to half of your target's Axe of the Devious Moon maximum hit points. Greataxe, legendary (requires attunement) Psychic Terrain. Every time you enter combat, grass This axe can be modelled after; Lunala. surges out of your staff and covers the area in a 100 foot This sword can be wielded as a magic greataxe that grants radius, cenetered around yourself. Any allied creature a +2 bonus to your armor class. standing within this radius regains 1d6 hit points at the end Moongeist Beam. No creature can be either resistant or of their turns. immune to damage made by this axe. Shadow Shield. While holding this axe, you are coated in an invisible shadow. While you are at your maximum hit points, you resist all incoming damage. Staff of the Parasite Folded Greatsword Staff, legendary (requires attunement) Greatsword, legendary (requires attunement) This staff can be modelled after; Nihilego. This sword can be modelled after; Kartana. Beast Boost. For every 2 creatures you kill with a spell, Beast Boost. For every 2 creatures you kill with this you gain +1 to your spell attack rolls. This bonus is greatsword, you gain +1 to your damage rolls with this permanent, and caps out at +5. greatsword. This bonus is permanent, and caps out at +5. Venom Drench. Once per short or long rest, when you hit Smart Strike. Once per creature, per day, when you make a creature with this staff, you can force it to make a DC 18 an attack with this sword, you can choose to not roll and Constitution saving throw. On a failed save, the creature automatically hit instead. becomes poisoned for 1 minute. Helm of Devouring Maul of Strength Wondrous item, legendary (requires attunement) Maul, legendary (requires attunement) This helm can be modelled after; Guzzlord. This maul can be modelled after; Buzzwole. Beast Boost. For every creature you kill, you gain +10 to Beast Boost. For every 2 creatures you kill with this maul, your maximum hit points. This bonus is permanent, and caps you gain +1 to your attack rolls with this maul. This bonus is out at +50 hit points. permanent, and caps out at +5. Spit Up. As an action, you can spit at a creature up to 60 Lunge. When making an attack with this maul, you can feet away. When you make this attack, you are using your own dash up to 10 feet towards your target. On a critical hit with hit points. You make this attack at +10, and deal however this maul, you can roll one of the d6 seperately. For the next much damage you want to deal, as long as you have enough minute, you lower your target's damage by 1d6. hit points to deal the damage. For every point of damage you deal with this attack, you take that amount as well. You Sword of Sapping cannot deal more damage than you have hit points, and if you Rapier, legendary (requires attunement) deal damage equal to your current hit points, you This sword can be modelled after; Phermosa. automatically die. Beast Boost. For every 2 creatures you kill with this sword, you gain 10 movement speed. This bonus is permanent, and Armor of the Prism caps out at +5. Wondrous item, legendary (requires attunement) Speed Swap. As a bonus action, you can absorb half of a This armor can be modelled after; Necrozma. creature's movement speed. The movement speed you gain Prism Armor. You take 25% less damage, rounded down, lasts until you finish a long rest, and you can only absorb from all sources. movement from each specific creature once per day. Prismatic Laser. Once per day, you can shoot 13 rainbow colored beam out of your armor. Each beam deals 1d4 Wirey Staff damage, and covers one of each of the damage types. You can Staff, legendary (requires attunement) target multiple creatures with each beam. Any creature This staff can be modelled after; Xurkitree. targeted by one or more beams must make a DC 18 Beast Boost. For every 2 creatures you kill with a spell, Constitution saving throw. On a successful save, creatures you gain +1 to your spell damage rolls. This bonus is take half damage. permanent, and caps out at +5. Eerie Impulse. In addition to this staff's normal melee Spear of the Machine attacks, you can also shoot a beam of magic up to 30 feet Spear, legendary (requires attunement) away. This beam deals 1d4 lightning damage. In addition, any This spear can be modelled after; Magearna. creature hit by this beam must make a DC 18 Constitution Soul-Heart. For every creature that dies within 60 feet of saving throw or lose 1d4 to their damage rolls for the next you, you gain +1 to damage rolls made with this spear. These minute. bonuses last until you finish a short rest. Fluer Cannon. Once per short or long rest, when you Armor of the Sentinal throw this spear, you can transform it into a beam of light. Wondrous item, legendary (requires attunement) This beam deals 8d4 radiant damage in a 30 foot line. Any This armor can be modelled after; Celesteela. creature caught in the line can make a DC 18 Dexterity Beast Boost. For every 5 creatures you kill, you gain +1 to saving throw. On a successful save, creatures take half your armor class. This bonus is permanent, and caps out at damage. +5. Leech Seed. As an action, you can shoot a seed at a Sash of the Spiritual Warrior creature up to 20 feet away. The creature must make a DC 18 Wondrous item, legendary (requires attunement) Constitution saving throw, or become seeded for 1 minute. This sash can be modelled after; Marshadow. You absorb 1d4 hit points from up to 3 seeded creature at the Shadow Punch. You can hit targets with your unarmed end each of your turns. strikes through any shadows, no matter how far away they are. Force Palm. Any creature hit by your unarmed strikes must make a DC 18 Constitution saving throw, or become paralyzed for 1 minute. Once a creature is released from the paralysis, or they succeed the saving throw, they can't be affected by this feature for another 24 hours. Griseous Sphere Evolution Wondrous item, legendary In the Pokemon games, many Pokemon can evolve. It's fairly This sphere is pitch black, but has speckles of red floating hard to implement that into D&D, especially since there are around. It can be used to evolve the Distorted Clock, many unique evolutions. To keep it simple, there will be 2 becoming modelled after Origin Form Giratina. The cloak methods of evolution; Type Spheres and Unique Spheres. gains the following property. Levitate. You can hover in place and fly as if you had wings. Your flying speed is equal to your movement speed, Type Spheres and scales with your movement speed. These spheres correspond to each of the 18 types in Pokemon. They are all of the common rarity, and unless Ever Smoking Sphere mentioned in the Unique Spheres section, a Pokemon based Wondrous item, legendary item evolves through a type sphere that corresponds to one or This sphere has a clear shell, but the inside is filled with a two of its type in the Pokemon games. Below is a chart of the white smoke. It can be used to evolve the Bound Bottle of spheres and desriptions of them. Mischief into the Unbound Bottle of Mischief. All spheres are made from a rubbery material, and are of a solid color. In order to evolve an item, it requires a 1 hour Flower Sphere ritual in which the sphere is destroyed. Wondrous item, legendary This sphere is modelled after Mega Venusaur. It can be Type Spheres used to further evolve the Sword of the Vines when modelled Type Sphere Description after Venusaur. Once you upgrade this item, it becomes Bug Light Green modelled after Mega Venusaur, and gains the following, additional property. Dark Black Thick Fat. While wielding this sword, you are resistant to Dragon Purple fire and cold based damage. Electric Yellow Solar Sphere Fairy Pink Wondours item, legendary Fighting Dark Red This sphere is modelled after Mega Charizard Y. It can be used to further evolve the Nova Axe when modelled after Fire Bright Red Charizard. Once you upgrade this item, it becomes modelled Flying Light Blue after Mega Charizard Y, and gains the following, additional Ghost Pale Purple property. Drought. As a bonus action, you can expend a charge, Grass Dark Green summoning a light that sheds bright light in a 60 foot radius, Ground Light Brown and dim light for an additional 30 feet, and lasts for 1 minute. This light floats at any height of your choice, and follows you. Ice Transparent While this light is active, any fire damage you deal is doubled, Normal White and any effects that rely on the sun can also be used under Poison Dark Purple this light. Any creature that ends their turn within the area of the bright light takes 1d4 fire damage. Psychic Dark Pink Rock Dark Brown Sphere of Blue Fire Wondrous item, legendary Steel Dark Grey This sphere is modelled after Mega Charizard X. It can be Water Dark Blue used to further evolve the Nova Axe when modelled after Charizard. Once you upgrade this item, it becomes modelled Unique Spheres after Mega Charizard X, and gains the following, additional property. These spheres include Mega Evolutions, Primal Evolutions, Tough Claws. You use double your ability score modifier and unique form changes, such as Kyurem and Hoopa. when dealing damage with this axe. Ancient Glacier Sphere Wondrous item, legendary Geyser Sphere Wondrous item, legendary This sphere has a clear shell, but inside it looks as though a This sphere is modelled after Mega Blastoise. It can be blizzard is blowing. It can be used to fuse the Ring of the used to further evolve the Geyser Lance when modelled after Incomplete Glacier with either the Staff of the Burning Field Blastoise. Once you upgrade this item, it becomes modelled or the Staff of the Cracking Sky. after Mega Blastoise, and gains the following, additional property. Mega Launcher. When you activate the Hydro Cannon feature of this lance, you deal the lance's damage to any creature caught in the blast. Stinging Sphere Ancestral Sphere Wondrous item, legendary Wondrous item, legendary This sphere is modelled after Mega Beedrill. It can be used This sphere is modelled after Mega Kangaskhan. It can be to further evolve the Bow of Rare Power when modelled after used to further evolve the Pinpoint Rapier when modelled Beedrill. Once you upgrade this item, it becomes modelled after Kangaskhan. Once you upgrade this item, it becomes after Mega Beedrill, and gains the following, additional modelled after Mega Kangaskhan, and gains the following, property. additional property. Adaptability. You can double your ability score modifier Parental Bond. When this sword first evolves through this used for damage rolls made with this crossbow. sphere, you are brought through your ancestral lineage. You gain a single racial trait of your choice. This choice is Vision Sphere permanent, and cannot be changed once you make your Wondrous item, legendary decision. In addition, you only have this trait while attuned to This sphere is modelled after Mega Pidgeot. It can be used this sword. to further evolve the Goggles of Pure Sight when modelled after Pidgeot. Once you upgrade this item, it becomes Fluttering Sphere modelled after Mega Pidgeot, and gains the following, Wondrous item, legendary additional property. This sphere is modelled after Mega Pinsir. It can be used to No Guard. Whenever you miss an attack, you can continue further evolve the Goggles of Breaking when modelled after to re-roll until you hit. This can only be used once per short or Pinsir. Once you upgrade this item, it becomes modelled after long rest. Mega Pinsir, and gains the following, additional property. Aerialate. Your attacks gain an additional 20 feet of range. Mirror Sphere For melee weapons, you can attack up to this range, not Wondrous item, legendary always at this range. For ranged weapons, this additional This sphere is modelled after Mega Alakazam. It can be range is added to both ranges of your weapon. For spells, this used to further evolve the Amulet of Reciprocation when range is just simply added to the spell's range. modelled after Alakazam. Once you upgrade this item, it becomes modelled after Mega Alakazam, and gains the Sphere of Destruction following, additional property. Wondrous item, legendary Trace. Once per day, when you enter combat, you copy a This sphere is modelled after Mega Gyarados. It can be magical effect, at random, from one of your enemy's items used to further evolve the Frightening Helm when modelled and apply it to this amulet. If this feature requires a weapon, after Gyarados. Once you upgrade this item, it becomes it applies to any weapon strikes you make. This effect lasts modelled after Mega Gyarados, and gains the following, until you finish a long rest and you follow any restrictions the additional property. effect has. Mold Breaker. This helm has 3 charges, and regains 1d4-1 charges at dawn. As an action, you can expend 1 charge and Shelled Sphere look at a magical item. You remove all of its enchantments for Wondrous item, legendary 1 minute. If you target a mundane item, it simply breaks. You This sphere is modelled after Mega Slowbro. It can be cannot break a mundane item larger than yourself. used to further evolve the Amulet of Distraction when modelled after Slowbro. Once you upgrade this item, it Rough Sphere becomes modelled after Mega Slowbro, and gains the Wondrous item, legendary following, additional property. This sphere is modelled after Mega Aerodactyl. It can be Shell Armor. Attacks made against you cannot critically used to further evolve the Primordial Staff when modelled hit. after Aerodactyl. Once you upgrade this item, it becomes modelled after Mega Aerodactyl, and gains the following, Shadow Sphere additional property. Wondrous item, legendary Tough Claws. You use double your ability score modifier This sphere is modelled after Mega Gengar. It can be used when dealing damage with this staff. to further evolve the Armor of Binding when modelled after Gengar. Once you upgrade this item, it becomes modelled Sphere of the Psychic's Will after Mega Gengar, and gains the following, additional Wondrous item, legendary property. This sphere is modelled after Mega Mewtwo X. It can be Shadow Tag. Twice per short or long rest, you can use an used to further evolve the Staff of the Psychic. Once you action to release the shadows from within this shield and upgrade this item, it becomes modelled after Mega Mewtwo target a creature you can see. The creature must make a DC X, and gains the following, additional property. 15 Constitution saving throw, or become paralyzed for 1 Steadfast. Your movement cannot be imparied when minute. affected by status conditions. Sphere of the Psychic's Mind Solar Sphere Wondrous item, legendary Wondrous item, legendary This sphere is modelled after Mega Mewtwo Y. It can be This sphere is modelled after Mega Houndoom. It can be used to further evolve the Staff of the Psychic. Once you used to further evolve the Shield of Flame Absorption. Once upgrade this item, it becomes modelled after Mega Mewtwo you upgrade this item, it becomes modelled after Mega Y, and gains the following, additional property. Houndoom, and gains the following, additional property. Insomnia. You cannot be put to sleep. Solar Power. While under direct sunlight, you make attacks at advantage, however you take 1d4 fire damage for Glorious Sphere every successful attack. Wondrous item, legendary This sphere is modelled after Mega Ampharos. It can be Pointed Sphere used to further evolve the Warhammer of Clinging when Wondrous item, legendary modelled after Ampharos. Once you upgrade this item, it This sphere is modelled after Mega Tyranitar. It can be becomes modelled after Mega Ampharos, and gains the used to further evolve the Staff of the Desert when modelled following, additional property. after Tyranitar. Once you upgrade this item, it becomes Mold Breaker. This hammer has 3 charges, and regains modelled after Mega Tyranitar, and gains the following, 1d4-1 charges at dawn. As an action, you can expend 1 additional property. charge and look at a magical item. You remove all of its Stone Edge. This staff grows pointed stones on one end, enchantments for 1 minute. If you target a mundane item, it allowing you to deal either piercing or bludgeoning damage. simply breaks. You cannot break a mundane item larger than In addition, once per short or long rest, when you deal yourself. piercing damage with this staff, you can shoot the stones in a 15 foot cone behind your target. Any creature within the cone Sphere of Grit must make a DC 15 Dexterity saving throw or take the Wondrous item, legendary damage you dealt with the staff. On a successful save, This sphere is modelled after Mega Steelix. It can be used creatures take half damage. to further evolve the Floating Caltrops when modelled after Steelix. Once you upgrade this item, it becomes modelled Absorbing Sphere after Mega Steelix, and gains the following, additional Wondrous item, legendary property. This sphere is modelled after Mega Sceptile. It can be used Sand Force. While placed in a sandy environment, these to further evolve the Sword of the Vines when modelled after caltrops deal double damage to grounded creatures, and Sceptile. Once you upgrade this item, it becomes modelled triple against flying. after Mega Sceptile, and gains the following, additional property. Steel Sphere Lightningrod. This sword has 3 charges, and regains 1d4- Wondrous item, legendary 1 charges at dawn. If you witness any instance of lightning This sphere is modelled after Mega Scizor. It can be used damage, you can expend a charge as a reaction and to further evolve the Dagger of the Expert when modelled completely redirect that damage to you, taking no damage. after Scizor. Once you upgrade this item, it becomes You do not have to be holding this sword for this feature to modelled after Mega Scizor, and gains the following, work. additional property. Bullet Punch. You can throw this dagger at any point in Speed Sphere the initiative order. Throwing the dagger this way uses up Wondrous item, legendary your normal action, leaving you with the ability to only use a This sphere is modelled after Mega Blaziken. It can be bonus action and your movement speed on your normal turn. used to further evolve the Nova Axe when modelled after Blaziken. Once you upgrade this item, it becomes modelled Sphere of Linking after Mega Blaziken, and gains the following, additional Wondrous item, legendary property. This sphere is modelled after Mega Heracross. It can be Speed Boost. While in combat, your movement speed used to further evolve the Battleaxe of the Disadvantaged raises by 10 feet at the end of each of your turns. Your when modelled after Heracross. Once you upgrade this item, increased movement speed stays until you finish a long rest. it becomes modelled after Mega Heracross, and gains the following, additional property. Rain Sphere Skill Link. After making multiple successful attack actions Wondrous item, legendary in the same turn, you can make another attack with this axe This sphere is modelled after Mega Swampert. It can be as a bonus action. This attack is made at advantage. used to further evolve the Geyser Lance when modelled after Swampert. Once you upgrade this item, it becomes modelled after Mega Swampert, and gains the following, additional property. Swift Swim. You gain a swimming speed of 30 feet and you can breathe underwater. In addition, you can take the Dash action as a bonus action while in water or rain. Fey Sphere Sphere of Static Wondrous item, legendary Wondrous item, legendary This sphere is modelled after Mega Gardevoir. It can be This sphere is modelled after Mega Manectric. It can be used to further evolve the Courteous Wand when modelled used to further evolve the Rod of Attraction when modelled after Gardevoir. Once you upgrade this item, it becomes after Manectric. Once you upgrade this item, it becomes modelled after Mega Gardevoir, and gains the following, modelled after Mega Manectric, and gains the following, additional property. additional property. Pixilate. You can make your spells deal radiant damage if Intimidate. This helm has 3 charges, regaining 1d4-1 they don't already. If your spells already deal radiant damage, charges at dawn. As a bonus action, you can expend a charge, you deal an extra 1d6 damage. allowing you to let off a frightful presence. Up to 3 creatures of your choice, within 60 feet of you, must make a DC 15 Trickster Sphere Wisdom saving throw or become fears of you for 1 minute. Wondrous item, legendary This sphere is modelled after Mega Sableye. It can be used Hungry Sphere to further evolve the Wand of the Trickster when modelled Wondrous item, legendary after Sableye. Once you upgrade this item, it becomes This sphere is modelled after Mega Sharpedo. It can be modelled after Mega Sableye, and gains the following, used to further evolve the Dynamic Boots when modelled additional property. after Sharpedo. Once you upgrade this item, it becomes Magic Bounce. Once per short or long rest, you can use modelled after Mega Sharpedo, and gains the following, your reaction to bounce a spell that forces you to make a additional property. saving throw, back to its source. The creature that originated Strong Jaw. You can make unarmed attacks with your jaw, the spell takes the spell as if they have casted it on dealing 1d10 piercing damage. themselves. Forceful Sphere Sphere of the Maw Wondrous item, legendary Wondrous item, legendary This sphere is modelled after Mega Camerupt. It can be This sphere is modelled after Mega Mawile. It can be used used to further evolve the Armor of Rage when modelled to further evolve the Maw of the Forgotten. Once you upgrade after Camerupt. Once you upgrade this item, it becomes this item, it becomes modelled after Mega Mawile, and gains modelled after Mega Camerupt, and gains the following, the following, additional property. additional property. Huge Power. While attuned to this mace, your Strength Sheer Force. This armor has 3 charges, regaining 1d4-1 score changes to 24. This has no effect if your Strength score charges at dawn. When you hit a target with a weapon, you is already 24. can expend a charge to deal 1d6 extra damage, however this attack cannot critically hit. Armored Sphere Wondrous item, legendary Cloud Sphere This sphere is modelled after Mega Aggron. It can be used Wondrous item, legendary to further evolve the Floating Caltrops when modelled after This sphere is modelled after Mega Altaria. It can be used Aggron. Once you upgrade this item, it becomes modelled to further evolve the Nimbus Ring. Once you upgrade this after Mega Aggron, and gains the following, additional item, it becomes modelled after Mega Altaria, and gains the property. following, additional property. Filter. While attuned to these caltrops, you resist 2 damage Pixilate. You can make your spells deal radiant damage if types of your choice. they don't already. If your spells already deal radiant damage, you deal an extra 1d6 damage. Sphere of Meditation Wondrous item, legendary Spirit Sphere This sphere is modelled after Mega Medicham. It can be Wondrous item, legendary used to further evolve the Ring of Power when modelled after This sphere is modelled after Mega Bannette. It can be Medicham. Once you upgrade this item, it becomes modelled used to further evolve the Armor of Binding when modelled after Mega Medicham, and gains the following, additional after Bannette. Once you upgrade this item, it becomes property. modelled after Mega Bannette, and gains the following, High Jump Kick. Your unarmed strikes deal 2d6 additional property. bludgeoning damage, however if you miss you take 1d6 Prankster. You can cast non-damaging spells, or spells that damage. don't force saving throws, at any point during the initiative order. Casting spells this way uses up your normal action, leaving you with the ability to only use a bonus action and your movement speed on your normal turn. Lucky Sphere Omega Sphere Wondrous item, legendary Wondrous item, legendary This sphere is modelled after Mega Absol. It can be used to This sphere is modelled after Primal Groudon. It can be further evolve the Lucky Dagger when modelled after Absol. used to further evolve the Staff of the Behemoth. Once you Once you upgrade this item, it becomes modelled after Mega upgrade this item, it becomes modelled after Primal Absol, and gains the following, additional property. Groudon, and gains the following, additional property. Magic Bounce. This dagger becomes coated in a thin Precipice Blades. As an action, you can expend 1 charge, magical barrier. Whenever you are hit with a magical effect slamming this staff into the ground and creating a 30 foot that would result in a status condition, you can make an radius of stalagmites. Any creature within the range must attack roll with this dagger instead of a saving throw. Once make a DC 18 Dexterity saving throw, or become pinned by per short or long rest, if you successfully use an attack roll to the rocks. A pinned creature is considered restrained. avoid the status condition, you bounce it back, affecting whatever creature originated the saving throw. Delta Sphere Wondrous item, legendary Icy Sphere This sphere is modelled after Mega Rayquaza. It can be Wondrous item, legendary used to further evolve the Staff of the Sky Serpent. Once you This sphere is modelled after Mega Glalie. It can be used upgrade this item, it becomes modelled after Mega Rayquaza, to further evolve the Volatile Amulet when modelled after and gains the following, additional property. Glalie. Once you upgrade this item, it becomes modelled after Delta Stream. You are surrounded by a faint wind. You Mega Glalie, and gains the following, additional property. resist cold damage, and any ranged attack made against you Refrigerate. Whenever you deal damage, you can choose has disadvantage. to make it cold damage. If you are using a weapon, or casting a spell, that already deals cold damage, you deal an extra 1d4 Material Sphere damage. Wondrous item, legendary This sphere is modelled after Mega Lopunny. It can be Crecent Sphere used to further evolve the Staff of Confusion. Once you Wondrous item, legendary upgrade this item, it becomes modelled after Mega Lopunny, This sphere is modelled after Mega Salamence. It can be and gains the following, additional property. used to further evolve the Sickle of Spirit when modelled Scrappy. Attacks made with the staff can hit even after Salamence. Once you upgrade this item, it becomes intangible creatures or objects. modelled after Mega Salamence, and gains the following, additional property. Desert Sphere Aerialate. You can attack with this sickle up to 20 feet Wondrous item, legendary away. This sphere is modelled after Mega Garchomp. It can be used to further evolve the Greataxe of Quick Strikes. Once Hardend Sphere you upgrade this item, it becomes modelled after Mega Wondrous item, legendary Garchomp, and gains the following, additional property. This sphere is modelled after Mega Metagross. It can be Sand Force. While you are in a sandy environment, you used to further evolve the Heavenly Maul. Once you upgrade can add half of your proficiency to damage rolls made with this item, it becomes modelled after Mega Metagross, and this axe. gains the following, additional property. Tough Claws. You use double your ability score modifier Power Sphere when dealing damage with this maul. Wondrous item, legendary This sphere is modelled after Mega Lucario. It can be used Floating Sphere to further evolve the Aura Crossbow. Once you upgrade this Wondrous item, legendary item, it becomes modelled after Mega Lucario, and gains the This sphere is modelled after Mega Latias and Latios. It following, additional property. can be used to further evolve Billow & Shimmer. Once you Adaptability. You can double your ability score modifier upgrade these items, it becomes modelled after Mega Latias used for damage rolls made with this crossbow. and Latias, and gains the following, additional property. Levitate. You can hover in place and fly as if you had Tundra Sphere wings. Your flying speed is equal to your movement speed, Wondrous item, legendary and scales with your movement speed. This sphere is modelled after Mega Abomasnow. It can be used to further evolve the Staff of the Tundra when modelled Alpha Sphere after Abomasnow. Once you upgrade this item, it becomes Wondrous item, legendary modelled after Mega Abomasnow, and gains the following, This sphere is modelled after Primal Kyogre. It can be used additional property. to further evolve the Staff of the Leviathan. Once you upgrade Blizzard. While the feature Snow Warning is active, you this item, it becomes modelled after Primal Kyogre, and gains can expend 1 charge to control the falling hail and surround a the following, additional property. creature. That creature must make a DC 15 Constitution Origin Pulse. As a part of your attack action with this staff, saving throw or become frozen for 1 minute. A frozen you can expend 1 charge to shoot a pulse of water, pushing creature is considered paralyzed. any creature within 10 feet, 30 feet away. Focus Sphere Assault Vest Wondrous item, legendary Leather armor, rare (requires attunement) This sphere is modelled after Mega Gallade. It can be used Protection. You have advantage on saving throws made to further evolve the Sword of Mind Sieging. Once you against spells and magical effects. upgrade this item, it becomes modelled after Mega Gallade, and gains the following, additional property. Life Orb Inner Focus. You have advantage on Constitution saving Sphere, rare (requires attunement) throws. Life Force. Whenever you deal damage, you deal an additional 1d6 of that damage type. However, you take 1d4 Health Sphere damage in return. Wondrous item, legendary This sphere is modelled after Mega Audino. It can be used Wide Lens to further evolve the Gloves of the Ally. Once you upgrade this Glasses, uncommon item, it becomes modelled after Mega Audino, and gains the Accuracy. You gain +1 to your attack rolls. following, additional property. Healer. At the end of your turn, if you or an ally within 30 Lagging Tail feet of yourself is afflicted by a status condition, roll a d6. On Sash, rare (requires attunement) a roll of 4, 5, or 6, you cure the status condition without the Slow Reaction. You always move last in the initiative need of a saving throw. order.

Bouncing Sphere Focus Band Wondrous item, legendary Headband, very rare (requires attunement) This sphere is modelled after Mega Diancie. It can be used Lucky Life. Whenever you would be brought down to 0 hit to further evolve the Jeweled War Pick. Once you upgrade points, roll 1d20. On a roll of 20, you drop to 1 hit point this item, it becomes modelled after Mega Diancie, and gains intstead. the following, additional property. Magic Bounce. This war pick becomes coated in a thin Focus Sash magical barrier. Whenever you are hit with a magical effect Sash, rare (requires attunement) that would result in a status condition, you can make an Endurance. If you would be brought down to 0 hit points, attack roll with this war pick instead of a saving throw. Once you instead go down to 1 hit point. Once this effect goes off, per short or long rest, if you successfully use an attack roll to the sash rips. This sash can be repaired through a 2 hour avoid the status condition, you bounce it back, affecting ritual while using the Mending spell. whatever creature originated the saving throw. Ring Target Tattoo, legendary (requires attunement) Other Items Ruin. Once per day, you can use your action to transfer this These items are based on held items in the Pokemon tattoo to a creature. The creature must make a DC 18 universe. Widsom saving throw, or they fall victim to this tattoo. Anyone wearing this tattoo loses any immunities they might have, Grip Claw take normal damage from those damage types. Single Glove, uncommon (requires attunement) Complete Grasp. You have advantage while making Amulet Coin grapple checks, and any creature grappled by you has Amulet, very rare (requires attunement) disadvantage on checks made to break free. Lucky. You often find unclaimed and unwanted gold coins along your path. Mental Herb Single Herb, common Bright Powder Clarity. When you are targeted by a mind affedcting spell Powder, rare (requiresd attunement) or magical effect, and you fail the saving throw, you actually Pocket Distraction. This bag of powder comes with 1d6 succeed on the saving throw instead. This item is consumed uses. As a bonus action, you can throw 1 use of this powder once this effect goes off. at a creature. Creatures hit by this powder gain -1 to their attack rolls. Big Root Plant root, rare (requires attunement) Absorption. Whenever you recieve healing from an attack Conclusion or spell, you heal for double the hit points you would get. I've hit every Pokemon as of Pokemon Sun and Moon. I will update this page as more Pokemon come out, and as I Leftovers continue to play both Pokemon and D&D. Thanks for Magic food, very rare (requires attunement) reading, and if you have any suggestions, let me know! Nurishment. While in combat, you regain 1d4 hit points at There are random, rolling charts for these items on the the end of each of your turns. next few pages! Uncommon Rarity Rare Rarity - Chart A Roll Item Roll Item 2 Sword of the Vines 1 Sword of the Vines 3 Nova Axe 2 Nova Axe 4 Geyser Lance 3 Geyser Lance 5 Bow of Rare Power 4 Thick Armor 6 Goggles of Pure Sight 5 Forceful Goggles 7 Rod of Attraction 6 Bow of Rare Power 8 Snow Boots 7 Goggles of Pure Sight 9 Enchanting Mace 8 Swift Boots 10 Flute of the Lullaby 9 Risky Club 11 Slippery Dagger 10 Frightening Helm 12 Spore Vial 11 Rod of Attraction 13 Rain Boots 12 Staff of the Circle 14 Armor of Rage 13 Snow Boots 15 Amulet of Reciprocation 14 Forceful Scimitar 16 Shield of Paradox 15 Enchanting Mace 17 Amulet of the Sun 16 Flute of the Lullaby 18 Floating Caltrops 17 Slippery Dagger 19 Electrified Maul 18 Spore Vial 20 Amulet of Distraction 19 Dry Cloak 21 Wand of Magnetism 20 Earthen Shackles 22 Armor of Binding 21 Threaded Armor 23 Goggles of Detecting 22 Powerful Coin 24 Ring of Curing 23 Fluffy Cloak 0 - 1 Splashing Helm 24 Rain Boots 25 Goggles of Disinterest 25 Armor of Rage 26 Frozen Cloak 26 Amulet of Reciprocation 27 Gloves of Competition 27 Shield of Paradox 28 Explosve Drum 28 Amulet of the Sun 29 Positive Helm 29 Floating Caltrops 30 Negative Helm 30 Electrified Maul 31 Flaking Armor 31 Amulet of Distraction 32 Gloves of Grasping 32 Wand of Magnetism 33 Unpolished Armor 33 Tempered Armor 34 Grass Shield 34 Decaying Point 35 Boots of the Dancer 35 Vial of Shared Ancestry 36 Grip Claw 36 Continuous Spear 37 Wide Lens 37 Armor of Binding 38 Pendulum of Dreams For this chart, roll 2d20s, add the results up, and then subract 3. Rolls of 2 and 3 before the subractions count as 0. 39 Hammer of the Crustacean All results are items of UNCOMMON rarity, even if there are items of the same name, but of a higher rarity. For this chart, roll 2d20s, and subtract 1 from the result. All results are items of RARE rarity, even if there are items of the same name, but of a different rarity. Rare Rarity - Chart B Rare Rarity - Chart C Roll Item Roll Item 1 Ring of Consequences 1 Gloves of Competition 2 Goggles of Detecting 2 Goggles of Discerning 3 Thick Club 3 Courteous Wand 4 Ring of Unencumbrance 4 Explosive Drum 5 Gauntlets of the Heavy Hand 5 Hammer of the Mundane 6 Tongue of the Beast 6 Positive Helm 7 Boots of Levitation 7 Negative Helm 8 Ring of Curing 8 Beautiful Armor 9 Barrier Shield 9 Dagger of Chaos 10 Dagger of the Expert 10 Sickle of Spirit 11 Armor of Charging 11 Heavenly Maul 12 Heated Armor 12 Ring of Sacrifice 13 Goggles of Breaking 13 Goggles of Expecting 14 Shelled Armor 14 Staff of Confusion 15 Ring of Change 15 Inverse Helm 16 Battleaxe of the Disadvantaged 16 Greataxe of Quick Strikes 17 Ring of Shifting 17 Natural Sword 18 Primordial Staff 18 Final Effort 19 Nightcap Goggles 19 Helm of Quick Eating 20 Brilliant Scaled Armor 20 Gloves of the Ally 21 Shield of Lightning Absoprtion 21 Staff of the War Mage 22 Ring of the Divine 22 Shield of Pins 23 Warhammer of Clinging 23 Mask of Illusions 24 Ring of Power 24 Lantern Staff 25 Amulet of Deception 25 Groovy Helm 26 Dynamic Boots 26 Galaxy Staff 27 Goggles of Disinterest 27 Wand of the Mystic 28 Amulet of the Noon Sun 28 Winged Armor 29 Amulet of the Full Moon 29 Amulet of Sharing 30 Lucky Dagger 30 Goggles of the Fey 31 Shield of Shadows 31 Sticky Armor 32 Armor of Toxins 32 Shadow Bow 33 Prickly Armor 33 Wrestler Gloves 34 Gloves of Silencing 34 Bubble Flute 35 Frozen Cloak 35 Rough Dart 36 Ring of Relief 36 Dagger of Dread 37 Wrapped Flail 37 Leafy Boots 38 Armor of Deterioration 38 Multi-Axe 39 Shield of Flame Absorption 39 Distracting Cloak

For this chart, roll 2d20s, and subtract 1 from the result. For this chart, roll 2d20s, and subtract 1 from the result. All results are items of RARE rarity, even if there are items of All results are items of RARE rarity, even if there are items of the same name, but of a different rarity. the same name, but of a different rarity. Rare Rarity - Chart D Very Rare Rarity - Chart B Roll Item Roll Item 1 Ring of Frenzy 1 Threaded Armor 2 Layered Scale Armor 2 Powerful Coin 3 Big Root 3 Fluffy Cloak 4 Assault Vest 4 Rain Boots 5 Life Orb 5 Armor of Rage 6 Lagging Tail 6 Shield of Paradox 7 Focus Sash 7 Amulet of the Sun 8 Bright Powder 8 Floating Caltrops 9 Electrified Maul For this chart, roll 1d8. All results are items of RARE rarity, even if there are items of the same name, but of a different 10 Wand of Magnetism rarity. 11 Noble Stick Very Rare Rarity - Chart A 12 Tempered Armor Roll Item 13 Decaying Point 1 Sword of the Vines 14 Vial of Shared Ancestry 2 Nova Axe 15 Continuous Spear 3 Geyser Lance 16 Armor of Binding 4 Forceful Goggles 17 Pendulum of Dreams 5 Goggles of Pure Sight 18 Hammer of the Crustacean 6 Swift Boots 19 Ring of Consequences 7 Risky Club 20 Goggles of Detecting 8 Frightening Helm Very Rare Rarity - Chart C 9 Rod of Attraction Roll Item 10 Surging Greaves 1 Thick Club 11 Staff of the Circle 2 Spiritual Club 12 Forceful Scimitar 3 Ring of Unencumbrance 13 Enchanting Mace 4 Gauntlets of the Heavy Hand 14 Staff of the Sun 5 Amulet of Quick Reflexes 15 Staff of the Tundra 6 Tongue of the Beast 16 Flute of the Lullaby 7 Boots of Levitation 17 Slippery Dagger 8 Ring of Curing 18 Spore Vial 9 Pinpoint Rapier 19 Dry Cloak 10 Barrier Shield 20 Earthen Shackles 11 Dagger of the Expert For these charts, roll 1d20. All results are items of VERY 12 Armor of Charging RARE rarity, even if there are items of the same name, but of 13 Heated Armor a different rarity. This applies to all VERY RARE charts on this document, 14 Goggles of Breaking unless otherwise noted. 15 Shield of Water Absorption 16 Greaves of Fleet Feet 17 Ring of Shifting 18 Primordial Staff 19 Nightcap Goggles 20 Brilliant Scaled Armor Very Rare Rarity - Chart D Very Rare Rarity - Chart F Roll Item Roll Item 1 Shield of Lightning Absorption 1 Staff of Confusion 2 Ring of the Divine 2 Inverse Helm 3 Warhammer of Clinging 3 Aura Crossbow 4 Ring of Power 4 Sword of Mind Sieging 5 Amulet of Deception 5 Javelin of Souls 6 Staff of the Storm 6 Final Effort 7 Dynamic Boots 7 Sword of Duality 8 Lucky Dagger 8 Staff of the War Mage 9 Rune of Potential 9 Shield of Pins 10 Shield of Shadows 10 Cloak of the Damned 11 Ring of Swapping 11 Mask of Illusions 12 Armor of Toxins 12 Calculated Lance 13 Prickly Armor 13 Powder of Enraging 14 Ring of the Shell 14 Barbed Armor 15 Gloves of Silencing 15 Lantern Staff 16 Ring of Relief 16 Flaming Whip 17 Armor of Deterioration 17 Galaxy Staff 18 Shield of Flame Absorption 18 Staff of the Seraph 19 Staff of the Desert 19 Wand of the Mystic 20 Goggles of Discerning 20 Winged Armor

Very Rare Rarity - Chart E Very Rare Rarity - Chart G Roll Item Roll Item 1 Courteous Wand 1 King's Scabbard 2 Helm of the Disturbing 2 Staff of Incense 3 Explosive Drum 3 Ring of Reversal 4 Hammer of the Mundane 4 Dagger of Arcing 5 Wand of the Trickster 5 Sticky Armor 6 Maw of the Forgotten 6 Key of the Trickster 7 Armor of Feasting 7 Shadow Bow 8 Nimbus Ring 8 Wrestler Gloves 9 Sword of Poison 9 Bubble Flute 10 Flail of the Tempest 10 Cloak of Pursuit 11 Dagger of Chaos 11 Pollen Bow 12 Amulet of Renewal 12 Ring of Beastial Command 13 Healing Chimes 13 Armor of Endurance 14 Volatile Amulet 14 Blade of Bubbles 15 Hammer of the Heart 15 Sword of the Sun 16 Sickle of Spirit 16 Dagger of Dread 17 Heavenly Maul 17 Leafy Boots 18 Ring of Sacrifice 18 Ring of Healing 19 Explosive Returns 19 Commanding Wand 20 Flora Ring 20 Ring of Catching Very Rare Rarity - Chart H Legendary Rarity - Chart D Roll Item Roll Item 2 Greaves of Escape 0 - 1 Shield of the Earth 3 Amulet of the Beach 2 Shield of the Glacier 4 Armor of Retribution 3 Shield of Metals 5 Shield of the Cornered Beast 4 Billow & Shimmer 6 Goggles of Continuous Sleep 5 Staff of the Leviathan 7 Explosive Shield 6 Staff of the Behemoth 8 Amulet of Deception 7 Staff of the Sky Serpent 9 Gloves of the Blacksmith 8 Star Amulet 10 Leftovers 9 Strange Ring 11 Focus Band For this chart, roll 1d10-1. 12/13 Amulet Coin

For this chart, roll 1d12+1. All results are items of VERY Legendary Rarity - Chart E Roll Item RARE rarity, even if there are items of the same name, but of a different rarity. 2 Symbol of Wisdom 3 Symbol of Courage Legendary Rarity - Chart A Roll Item 4 Symbol of Power 0 - 1 Transforming Mirror 5 Temporal Helm 2 Exaulted Paintbrush 6 Spatial Helm 3 Shield of the Husk 7 Armor of the Volcano 4 Sword of Souls 8 Armor of the Colossus 5 Spirit Staff 9 Distorted Cloak 6 Cold Steel 10 Ring of the Moon 7 King's Sword and Shield 11 Heartful Amulet 12 Helm of Darkness For this chart, roll 1d8-1. All results are items of 13 Staff of the Divine LEGENDARY rarity, even if there are items of the same name, but of a different rarity. 14 Halo of Brilliance

Legendary Rarity - Chart B For this chart, roll 1d10 + 1d4. Roll Item Legendary Rarity - Chart F 0 - 1 Frigid Soul Roll Item 2 Sky's Lightning 1 Sword of the Iron Will 3 Erupting Fire 2 Sword of the Collapsing Cavern 4 Genesis Ring 3 Sword of the Grasslands 5 Staff of the Psychic 4 Wand of the Cyclone For this chart, roll 1d6-1. 5 Wand of Bolts 6 Staff of the Burning Field Legendary Rarity - Chart C 7 Staff of the Cracking Sky Roll Item 8 Hammer of the Broken Earth 1 Mask of Sparks 9 Ring of the Incomplete Glacier 2 Mask of Embers 10 Staff of Thunderous Fire 3 Mask of Snow 11 Staff of Burning Thunder 4 Zephyr 12 Sword of Resolution 5 Scorch 13 Flute of the Melody 6 Temporal Ring 14 Modified Crossbow For the last chart, roll 1d10 + 1d4. Count rolls of 10 + 1 to be 1.

Legendary Rarity - Chart G Roll Item 0 - 1 Staff of the Creating 2 Staff of the Destroying 3 Staff of Balance 4 Jeweled War Pick 5 Bound Bottle of Mischief 6 Unbound Bottle of Mischief 7 Sword of Steam

For this chart, roll 1d8-1.

Legendary Rarity - Chart H Roll Item 2 Staff of the Thunder Guardian 3 Staff of the Psychic Guardian 4 Staff of the Natural Guardian 5 Staff of the Fey Guardian 6 Ring of the Cosmos (both) 7 Sword of the Noble Sun 8 Axe of the Devious Moon 9 Staff of the Parasite 10 Maul of Strength 11 Sword of Sapping 12 Wirey Staff 13 Armor of the Sentinal 14 Folded Greatsword 15 Helm of Devouring 16 Armor of the Prism 17 Spear of the Machine 18 Sash of the Spiritual Warrior

For this chart, roll 1d10 + 1d6 + 2. Count rolls of 10 + 1 + 1 to be 2, and rolls of 10 + 2 + 1 to be 3.