Longbow, rare (requires attunement)

Sharp thorns run across the full length of this bone carved longbow.


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

As an action, you may imbue an arrow shot by this bow with hit points. Roll up to 4d6 to lose that many hit points, and then make an attack roll on a creature. If the attack hits, that creature regains that many hit points. Once you use this ability twice, it can’t be used again until the next dawn.

Spurs of the Rider

Wondrous Item, rare (requires attunement)

A pair of spurs that can magically fit any size of footwear.

When clicked together, you can use your action to cast the Find Steed spell. Once you use the spurs, they can’t be used again until the next dawn.

Armor of Thorns

Armor (scale mail), rare (requires attunement)

While wearing this armor, you gain a +1 bonus to AC. By speaking its command word when you are hit with a melee attack, you can use your reaction to have the armor grow spines and deal piercing damage to the attacking creature equal to the damage dealt it to you. Once you use this ability, it can’t be used again until the next dawn.

Resilient Twine

Wondrous Item, uncommon

A length of twine spanning 300 feet that has been magically imbued for superior durability.

The line can lift up to 2500 pounds of weight. More weight will cause it to snap, causing it to lose its magical properties and become a normal bundle of twine. It is completely impervious to nonmagical fire, as well as bludgeoning, piercing and slashing from nonmagical weapons.

Spellscarred Longsword

Longsword, uncommon (requires attunement)

A simple sword that gently ripples with blue flames across the surface of the blade


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The weapon emits dim light in a 5 ft. radius. In addition, when you hit a creature with this weapon while it is concentrating on a spell, the target has disadvantage on the following concentration check.

Lucky Dice

Wondrous Item, uncommon

A pair of immaculate ivory dice. You may roll 2d6 once per day. If you roll double sixes, an ability check of your choosing for that day will be an automatic success. If you roll double ones, one of your ability checks for that day, determined by the DM, will be an automatic fail.

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