Bane Weapon
Required Item: Any melee weapon or up to 20 pieces of ammunition (Requires Attunement)
This weapon or ammunition has been specifically modified to be effective against a particular creature type, which is chosen when it is crafted from among:
Aberrations,
Celestials,
Dragons,
Elementals,
Fiends,
Giants,
Magical Beasts,
Monstrous Humanoids, or
Undead. The item deals an additional 1d6 damage to creatures of the chosen type.
Broad Ammunition
Required Item: Up to 20 arrows or quarrels
This ammunition has been fitted with large tips. The ammunition deals Bludgeoning damage instead of Piercing damage when fired.
Bug Lantern
Required Item: Any lamp or lantern
This lantern has been modified to keep swarms of bugs and other pests at bay. While wielding this lantern, creatures with the
Swarm or
Vermin Subtypes have Disadvantage on Attack Rolls against the wielder, and the wielder has Resistance to the damage caused by such attacks.
Earmuffs
Required Item: A handful of cotton or feathers
These earmuffs protect from harmful noises without too heavily dampening the wearer's hearing. While wearing these earmuffs, a creature has Advantage on Saving Throws against being
Deafened and against
Sonic effects, such as the wail of a banshee.
Enchanted Gem
Required Item: A sapphire worth at least 100 gp
The gem is attuned to one creature type, which is chosen upon crafting it from among:
Aberration,
Animal,
Celestial,
Elemental,
Fiend,
Giant,
Humanoid,
Magical Beast,
Monstrous Humanoid,
Ooze,
Plant, or
Undead. The gem glows faintly when a creature of the chosen type is within 1 mile, and brightly when a creature is within 100 feet. When you finish a Long Rest, you can change the chosen creature type to another of your choice.
Face Mask
Required Item: A strip of Cloth
This cloth mask carefully covers the nose and mouth, helping to prevent breathing and ingesting harmful substances. The wearer has Advantage on Saving Throws against Poison damage or the
Poisoned condition.
Fungicide
Required Item: A vial of acid
Using an Action, a harmful acid mixture can be hurled at a
Plant or creature with the
Wood subtype within 15 feet of you, using a Ranged Attack Roll. On a hit, the fungicide deals 3d12 Acid damage, ignoring Resistance and Immunity. This item can be used in this way three times, after which a new one must be crafted.
Headband of Lucidity
Required Item: A strip of leather
This headband is fashioned in a particular way so as to constrict the temples, focusing the mind against deceitful mental attacks. A creature wearing this headband has Advantage on Saving Throws against being
Charmed.
Insulated Boots
Required Item: A pair of non-metal boots and a large strip of leather (Requires Attunement)
These boots prevent the wearer from receiving the full force of
Electricity-based attacks. A creature wearing these boots has Resistance to Lightning damage.
Leaf-Bladed Ammunition
Required Item: Up to 20 arrows or quarrels
This ammunition has been tipped with carefully crafted leaf-blades. The ammunition deals Slashing damage instead of Piercing damage when fired. Additionally, attacks with this ammunition have Advantage on creatures with Natural Armor of 16 AC or greater. The damage dice of such weapons decreases by 1 size.
Leaf-Bladed Weapon
Required Item: A melee weapon that deals Piercing or Slashing damage
This weapon has been fitted with a delicate leaf-blade. The weapon grants Advantage on Attack Rolls against creatures with Natural Armor of 16 AC or greater. The damage dice of such weapons decreases by 1 size.
Mirror Shield
Required Item: Any metal shield, a flask of oil
This shield has been polished with hot oil, giving it a mirror finish that can reflect back the petrifying gaze of creatures such as basilisks. While holding this shield, a creature has Advantage on Saving Throws against being
Petrified.
Reinforced Goggles
Required Item: A pair of small glass discs
These goggles are secured over the wearer's eyes, protecting them from harmful debris and other effects. A creature wearing the goggles has Advantage on Saving Throws against being
Blinded.
Rock Hammer
Required Item: A Light Hammer, Warhammer, or Maul
This weapon has been specifically modified for pulverizing rocks and creatures made from similar materials. The weapon has Advantage on Attack Rolls against creatures made of stone, crystal, or similar inorganic materials. This weapon additionally counts as Adamantine for overcoming Resistance and Immunities of such creatures, such as Stone Golems.
Salt Shaker
Required Item: A bag of salt
As an Action, salt from the shaker can be hurled at an
Ooze or similar creature with a membranous or moist skin, such as a snail. Make a Ranged Weapon Attack roll with the salt with a range of 15/30 feet. On a hit, the creature takes 3d8 Acid damage, ignoring any Resistance or Immunity. This item can be used in this way three times, after which a new one must be crafted.
Slayer Bell
Required Item: A small bell
The bell can be rung as an Action. Each creature of the user's choice within 60 feet that can hear it must succeed on a Constitution saving throw against your Exploit Save DC, losing the Spider Climb, Web Walker, and Web Sense abilities if they have them, immediately falling if not otherwise securely positioned.
Slayer Gloves
Required Item: A pair of gloves
These gloves help to prevent contact with creatures and objects carrying diseases. While wearing these gloves, a creature has advantage on Saving Throws against
Disease effects.
Witchwood Icon
Required Item: A small chunk of wood and a string
This carved wooden symbol is hung around the neck and wards off the terrifying effects of some monsters. A creature wearing the icon has Advantage on Saving Throws against being
Frightened.