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Adamantine Armor
Armor (Any Medium or Heavy, Except Hide Armor), Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hits against you becomes a normal hit.
Make Magical Items with Templates
Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that's 36 items! To keep your Compendia light and speedy we've created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here's how you can use them:
Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item's description with everything you need to know.
To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.
Ammunition, +1, +2, or +3
Weapon (Any Ammunition), Uncommon (+1), Rare (+2), or Very Rare (+3)
You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.
Make Magical Items with Templates
Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that's 36 items! To keep your Compendia light and speedy we've created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here's how you can use them:
Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item's description with everything you need to know.
To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.
Ammunition of Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a creature, the ammunition becomes nonmagical.
Creature Type Table (click to expand)
| | 1d100 | Result
| 1-10 | Ammunition of Slaying Aberrations
| 11-15 | Ammunition of Slaying Beasts
| 16-20 | Ammunition of Slaying Celestials
| 21-25 | Ammunition of Slaying Constructs
| 26-35 | Ammunition of Slaying Dragons
| 36-45 | Ammunition of Slaying Elementals
| 46-50 | Ammunition of Slaying Humanoids
| 51-60 | Ammunition of Slaying Fey
| 61-70 | Ammunition of Slaying Fiends
| 71-75 | Ammunition of Slaying Giants
| 76-80 | Ammunition of Slaying Monstrosities
| 81-85 | Ammunition of Slaying Oozes
| 86-90 | Ammunition of Slaying Plants
| 91-100 | Ammunition of Slaying Undead
Make Magical Items with Templates
Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that's 36 items! To keep your Compendia light and speedy we've created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here's how you can use them:
Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item's description with everything you need to know.
To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.
Amulet of Health
Wondrous Item, Rare (Requires Attunement)
Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Amulet of Proof against Detection and Location
Wondrous Item, Uncommon (Requires Attunement)
While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
Amulet of the Planes
Wondrous Item, Very Rare (Requires Attunement)
While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift . On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table.
| | 1d100 | Result
| 1-60 | Random location on the plane you named
| 61-70 | Random location on an Inner Plane determined by rolling 1d6: on a 1 , the Plane of Air; on a 2 , the Plane of Earth; on a 3 , the Plane of Fire; on a 4 , the Plane of Water; on a 5 , the Feywild; on a 6 , the Shadowfell
| 71-80 | Random location on an Outer Plane determined by rolling 1d8: on a 1 , Arborea; on a 2 , Arcadia; on a 3 , the Beastlands; on a 4 , Bytopia; on a 5 , Elysium; on a 6 , Mechanus; on a 7 , Mount Celestia; on an 8 , Ysgard
| 81-90 | Random location on an Outer Plane determined by rolling 1d8: on a 1 , the Abyss; on a 2 , Acheron; on a 3 , Carceri; on a 4 , Gehenna; on a 5 , Hades; on a 6 , Limbo; on a 7 , the Nine Hells; on an 8 , Pandemonium
| 91-100 | Random location on the Astral Plane
Animated Shield
Armor (Shield), Very Rare (Requires Attunement)
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Apparatus of the Crab
Wondrous Item, Legendary
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage.
Apparatus of the Crab
Large
Armor Class 20; Initiative +0
Hit Points 200
Speed swim 30 ft., walk 30 ft.
Strength 10 (+0); Dexterity 10 (+0); Constitution 10 (+0); Intelligence 0 (-5); Wisdom 0 (-5); Charisma 0 (-5)
Damage Immunities poison; psychic
Challenge None; Proficiency Bonus +2
To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.
Apparatus of the Crab Levers | | Lever | Up | Down
| 1 | Legs extend, allowing the apparatus to walk and swim. | Legs retract, reducing the apparatus's Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed.
| 2 | Forward window shutter opens. | Forward window shutter closes.
| 3 | Side window shutters open (two per side). | Side window shutters close (two per side).
| 4 | Two claws extend from the front side of the apparatus. | The claws retract.
| 5 | Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. | Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15).
| 6 | The apparatus walks or swims forward provided its legs are extended. | The apparatus walks or swims backward provided its legs are extended.
| 7 | The apparatus turns 90 degrees counterclockwise provided its legs are extended. | The apparatus turns 90 degrees clockwise provided its legs are extended.
| 8 | Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. | The light turns off.
| 9 | The apparatus sinks up to 20 feet if it's in liquid. | The apparatus rises up to 20 feet if it's in liquid.
| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals.
Claw Attack. Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage.
Grapple Attack. Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15).
Armor, +1, +2, or +3
Armor (Any Light, Medium, or Heavy), Rare (+1), Very Rare (+2), or Legendary (+3)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity.
Make Magical Items with Templates
Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that's 36 items! To keep your Compendia light and speedy we've created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here's how you can use them:
Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item's description with everything you need to know.
To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.
Armor of Invulnerability
Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor.
Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.
Armor of Resistance
Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.
| | 1d10 | Result
| 1 | Armor of Acid Resistance
| 6 | Armor of Necrotic Resistance
| 2 | Armor of Cold Resistance
| 7 | Armor of Poison Resistance
| 3 | Armor of Fire Resistance
| 8 | Armor of Psychic Resistance
| 4 | Armor of Force Resistance
| 9 | Armor of Radiant Resistance
| 5 | Armor of Lightning Resistance
| 10 | Armor of Thunder Resistance
Make Magical Items with Templates
Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that's 36 items! To keep your Compendia light and speedy we've created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here's how you can use them:
Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item's description with everything you need to know.
To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.
Armor of Vulnerability
Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement)
While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly.
Make Magical Items with Templates
Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that's 36 items! To keep your Compendia light and speedy we've created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here's how you can use them:
Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item's description with everything you need to know.
To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.
Arrow-Catching Shield
Armor (Shield), Rare (Requires Attunement)
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.
Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Bag of Beans
Wondrous Item, Rare
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly.
Bag of Beans Effect (click to expand)
| | 1d100 | Result
| 1 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution or take 17 (5d6) poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 17 (5d6) hit points for 1 hour.
| 2-10 | A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d4 minutes.
| 11-20 | A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.
| 21-30 | An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
| 31-40 | A campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
| 41-50 | Three Shrieker Fungi sprout.
| 51-60 | 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke.
| 61-70 | A hungry Bulette burrows up and attacks.
| 71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
| 81-90 | A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 35 (10d6) force damage from an internal explosion.
| 91-95 | A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy , a Mummy Lord , or some other Undead of the DM's choice. Its sarcophagus contains treasure of the DM's choice.
| 96-100 | A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or another plane of existence.
Bag of Devouring
This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics). Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics), provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Bag of Holding
This bag has an interior space considerably larger than its outside dimensions-roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
Bag of Tricks (Tan)
Wondrous Item, Uncommon
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See Monsters for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
| | 1d8 | Result
| 1 | Jackal
| 2 | Ape
| 3 | Baboon
| 4 | Axe Beak
| 5 | Black Bear
| 6 | Giant Weasel
| 7 | Giant Hyena
| 8 | Tiger
Bag of Tricks (Gray)
Wondrous Item, Uncommon
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See Monsters for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
| | 1d8 | Result
| 1 | Weasel
| 2 | Giant Rat
| 3 | Badger
| 4 | Boar
| 5 | Panther
| 6 | Giant Badger
| 7 | Dire Wolf
| 8 | Giant Elk
Bag of Tricks (Rust)
Wondrous Item, Uncommon
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See Monsters for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
| | 1d8 | Result
| 1 | Rat
| 2 | Owl
| 3 | Mastiff
| 4 | Goat
| 5 | Giant Goat
| 6 | Giant Boar
| 7 | Lion
| 8 | Brown Bear
Bead of Force
Wondrous Item, Rare
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through.
An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Bead of Nourishment
Wondrous Item, Common
This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.
Belt of Dwarvenkind
Wondrous Item, Rare (Requires Attunement)
While wearing this belt, you gain the following benefits:
Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.
If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Belt of Giant Strength
Wondrous Item, Rarity Varies (Requires Attunement)
While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
| | Belt | Str. | Rarity
| Belt of Giant Strength (hill) | 21 | Rare
| Belt of Giant Strength (frost or stone) | 23 | Very Rare
| Belt of Giant Strength (fire) | 25 | Very Rare
| Belt of Giant Strength (cloud) | 27 | Legendary
| Belt of Giant Strength (storm) | 29 | Legendary
Berserker Axe
Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.
Make Magical Items with Templates
Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that's 36 items! To keep your Compendia light and speedy we've created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here's how you can use them:
Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item's description with everything you need to know.
To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.
Boots of Elvenkind
Wondrous Item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Boots of Levitation
Wondrous Item, Rare (Requires Attunement)
While you wear these boots, you can cast Levitate on yourself.
Boots of Speed
Wondrous Item, Rare (Requires Attunement)
While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Boots of the Winterlands
Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
Bowl of Commanding Water Elementals
Wondrous Item, Rare
While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.
Bracers of Archery
Wondrous Item, Uncommon (Requires Attunement)
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
Bracers of Defense
Wondrous Item, Rare (Requires Attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Brazier of Commanding Fire Elementals
Wondrous Item, Rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.
Brooch of Shielding
Wondrous Item, Uncommon (Requires Attunement)
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.
Broom of Flying
Wondrous Item, Uncommon (Requires Attunement)
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.
As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.