Barrier Bracer
Wondrous item, uncommon (requires attunement)
This item has 10 charges and regains 1d6 + 4 expended charges daily at dawn.
Arcanopansive Defence. While wearing this bracer, when you or a creature you can see within 5 feet of you are hit by an attack, you can use your reaction to expend up to 5 charges, causing its shield to grow progressively larger with each one. The target of the attack gains a +1 bonus to AC against the triggering attack for each charge spent.
Arcanocraft Recharge. As an action, you can slot a residuum gemstone worth 50 gp or more into the item, which immediately destroys the residuum gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.
Rare variant: Increase the charges to 12 and the recharge to 1d8 + 4. The bracer has the Repulsive Field property.
Repulsive Field. When the bonus to AC from the Arcanopansive Defence property causes an attack to miss, if the attacker is within 5 feet of its target, it must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone.
Caster Blaster
Weapon (any firearm*), uncommon
This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it.
Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn.
Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn.
Fire. The attack deals an extra 3d6 fire damage.
Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal.
Poison. The attack deals an extra 1d6 poison dam - age and the target is poisoned until the start of your next turn.
Hexacraft Recharge. As an action, you can slot a gem - stone worth 50 gp or more into the firearm, which immediately destroys the residuum gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.
Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.
Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.
Flashfreezer
Staff, uncommon
The staff has 4 charges and regains 1d4 charges daily at dawn.
Nitrogen Spray. As a bonus action while holding this staff, you can expend 1 charge to spray a cloud of freez - ing mist from its tip in a 20-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or its speed is reduced by 1d6 x 5 feet until the end of its next turn, as small patches of ice form along its body. A creature whose speed is reduced to 0 feet by this effect is also restrained until the end of its next turn.
Hexacraft Recharge. As an action, you can slot a gem - stone worth 50 gp or more into the staff, which immedi - ately destroys the residuum gemstone and regains 1 charge. Once this property of the staff has been used, it can’t be used again until the next dawn.
Rare variant: Increase the charges to 7, the recharge to 1d6 + 1, and the DC to 15. The Nitrogen Spray prop - erty also deals 1d6 cold damage on a failed save, or half as much damage on a successful one.
Very rare variant: Increase the charges to 9, the recharge to 1d8 + 1, and the DC to 16. The Nitrogen Spray property also deals 2d6 cold damage on a failed save, or half as much damage on a successful one.
Frost & Flame
Weapon (dagger), rare (requires attunement)
These two daggers count as a single magic item with regard to the number of magic items you can attune to. When you’re holding both of these daggers, each one deals 1d4 extra damage to the first target it hits each turn. The extra damage of frost is cold damage, and the extra damage of flame is fire damage.
The daggers have 3 charges and regain 1d3 expended charges daily at dawn.
Thermic Shock. As an action while holding both of these daggers, you can expend 1 charge to supercharge them and lash out with both of them at once. Make a melee attack with the daggers against a target. On a hit, the target takes 4d4 fire damage and 4d4 cold damage and, if it’s a creature, it must succeed on a DC 15 Constitution saving throw or have disadvantage on attack rolls until the start of your next turn as it reels from the abrupt difference in temperatures.
Hexacraft Recharge. As an action, you can slot a residuum gemstone worth 50 gp or more into the daggers, which immediately destroy the residuum gemstone and regain 1 charge. Once this property of the daggers has been used, it can’t be used again until the next dawn.
Very rare variant: Increase the charges to 4, the recharge to 1d3 + 1, and the DC to 16. The daggers deal extra damage to every target they hit, instead of only the first target each turn.
Hexaminator
Wondrous item, rare (requires attunement)
This mask has 3 charges and regains all expended charges daily at dawn.
Detect Everything. While wearing this mask, you can expend 1 charge to cast one of the following spells: detect evil and good, detect magic, detect poison and disease, or find traps. When you cast the find traps spell in this way, you can see the location of traps within range, which appear surrounded by a red glow. Spells cast in this way don’t require concentration and end early if you remove the mask.
Hexacraft Recharge. As an action, you can slot a residuum gemstone worth 100 gp or more into the mask, which immediately destroys the residuum gemstone and regains 1 charge. Once this property of the mask has been used, it can’t be used again until the next dawn.
Uncommon variant: Reduce the charges to 2.
Very rare variant: The item has the Hex Marks the Spot property. Hex Marks the Spot. While wearing this mask, you can cast find the path. When you cast the spell in this way, you see a faint trail of glowing haze leading you to the destination. The spell doesn’t require concentration, and ends early if you remove the mask. Once this property of the mask has been used, it can’t be used again until the next dawn.
Hexecutioner Blade
Weapon (shortsword), uncommon
This sword has 12 charges and regains 1d8 + 4 expended charges daily at dawn.
Growing Pains. As a bonus action, you can expend 1 charge to cause an oversized energy blade to form around the sword until the end of your turn. While this blade exists, the sword becomes a greatsword without the two-handed and heavy properties, and with the light and finesse properties. You are considered proficient with this greatsword.
Hexacraft Recharge. As an action, you can slot a residuum gemstone worth 50 gp or more into the sword, which immediately destroys the residuum gemstone and regains 2 charges. Once this property of the sword has been used, it can’t be used again until the next dawn.
Rare variant: While the energy blade from the Growing Pains property is active, the sword deals an extra 1d6 force damage to the first target it hits each turn.
Arcano Runners
Wondrous item, uncommon (requires attunement)
This item can function as a pair of prosthetic legs or can encase already existing legs. Either way, it can’t be removed against your will while you remain attuned to it. While wearing the legs, your walking speed is increased by 5 feet.
Kick into Overdrive. As a bonus action while wearing this item, you can force the arcane crystals to pump even more energy into them. You take 1d4 fire damage as they overheat, and your walking speed increases by 15 feet until the start of your next turn.
Rare variant: This item has 4 charges and regains all expended charges daily at dawn. The legs have the Pulse Kick and Arcanocraft Recharge properties.
Pulse Kick. When you make an unarmed strike using your legs, you can expend 1 charge (no action required) to eject a pulse of energy from the crystals and propel your leg, adding more speed and power to your attack. On a hit, the attack deals an extra 1d8 bludgeoning damage and, if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Arcanocraft Recharge. As an action, you can slot a residuum gemstone worth 50 gp or more into the item, which immediately destroys the residuum gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.
Very rare variant: The item has 4 charges and regains all expended charges daily at dawn. The legs have the Pulse Kick and Arcanocraft Recharge properties. Increase the DC of Pulse Kick to 16 and the speed increase of Kick into Overdrive to 20 feet.
Hovercutter
Weapon (dagger), rare (requires attunement)
Flick of the Wrist. This dagger is composed of a gauntlet and a blade, has no handle, and can’t be wielded by holding it. Instead, the blade hovers a few inches above the gauntlet at all times, can’t be removed against your will, and can’t be used to make ranged attacks except with the Daggerflight property. While the blade is hovering over the gauntlet and that hand is free, you can use it to attack normally.
Daggerflight. As a bonus action, you can expend 1 charge to make a ranged attack with the dagger. Hit or miss, you can then expend 1 additional charge to make another ranged attack with the dagger (no action required) against a different target within 20 feet of the first one. You can make a total of up to three attacks in this way, after which the dagger returns to hover over the gauntlet. The dagger manoeuvres around obstacles midflight, and ranged attacks made with it ignore half and three-quarters cover.
Hexacraft Recharge. As an action, you can slot a residuum gemstone worth 50 gp or more into the dagger, which immediately destroys the residuum gemstone and regains 1 charge. Once this property of the dagger has been used, it can’t be used again until the next dawn.
Uncommon variant: Remove the bonus to attack and damage rolls.
Very rare variant: Increase the charges to 10 and the recharge to 1d6 + 4.
Preying Mantis
Wondrous item, rare (requires attunement)
This item can function as a prosthetic forearm or can be inserted into your arm as part of the attuning process. Either way, it can’t be removed against your will while you remain attuned to it. The item has 3 charges and regains 1d3 expended charges daily at dawn.
Mantis Jab. While wearing the prosthetic, you can use a bonus action to extend or retract the blade within it, which functions as a shortsword while it’s extended. While the blade is extended, you can use an action to expend 1 charge and make a special melee attack with it. On a hit, the target suffers the attack's normal effects and must make a DC 15 Constitution saving throw, taking 1d8 poison damage on a failure, or half as much damage on a success. A spellcaster that fails this save takes 2d8 poison damage instead and can’t cast spells of 1st level or higher until the start of your next turn.
Hexacraft Recharge. As an action, you can slot a residuum gemstone worth 250 gp or more into the item, which immediately destroys the residuum gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.
Very rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the DC to 16.
Railbow
Weapon (any bow), rare (requires attunement)
This bow has 3 charges and regains all expended charges daily at dawn.
Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow.
Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6.
Hexacraft Recharge. As an action, you can slot a residuum gemstone worth 50 gp or more into the bow, which immediately destroys the residuum gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.
Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hexacraft Recharge properties.
Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.
Stungunblade
Weapon (any sword), uncommon (requires attunement)
This weapon has 2 charges and regains all expended charges daily at dawn.
Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn.
Hexacraft Recharge. As an action, you can slot a residuum gemstone worth 100 gp or more into the sword, which immediately destroys the residuum gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.
Rare variant: Increase the charges to 4 and the DC to 15.
Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property.
Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.
Tableturner
Wondrous item, very rare (requires attunement by a bard)
This item has 4 charges and regains all expended charges daily at dawn.
Bard’s Best Friend. This item is a musical instrument that you can play by tapping and rubbing its crystals. It can mimic the sounds of three different instruments, randomly determined upon the item’s creation, or produce its own limpid, melodious tone. As a bonus action, you can command the instrument to follow you or go inert. While following you, it stays within your reach at all times, hovering a few feet above the ground. You are considered proficient with this instrument while attuned to it.
Remix. When a creature you can see within 30 feet of you casts a spell or makes a weapon attack, you can use your reaction to subtly influence it with your music, expending 1 charge for each level of the spell being cast (minimum of 1), or 1 charge for a weapon attack. If the creature can hear you, it must make a DC 16 Wisdom saving throw. On a failed save, you pick new targets or a new point of origin for the attack or spell.
Arcanocraft Recharge. As an action, you can slot a residuum gemstone worth 250 gp or more into the item, which immediately destroys the residuum gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.
Common variant: The item has no charges and doesn’t require attunement. Remove the Remix and Arcanocraft Recharge properties. You are considered proficient with this instrument if you are a bard.
Rare variant: Reduce the charges to 3 and the DC to 15