Wondrous Item, Artifact
5 lb.
This magical mirror originated in the Kingdom of Manoza, where it was created in centuries past by the archmage Larus for purposes unknown. Long after his dwelling fell to ruin, the mirror was retrieved by Erdrick the Aliahanian, who carried it with him when he traveled to Torland; it subsequently became a family hierloom, and ended up in the possession of the royal family of Moonbrooke. The mirror is renowned for its ability to see through all illusions.
Due to a counterspell charm woven into its construction, the reflection in the Mirror of Larus does not reflect magical effects. Any effects directly caused by spells do not appear, objects disguised by illusions appear in their base state, and polymorphed or shapeshifted creatures appear as their true form. The mirror does not break spells in physical reality.
Wondrous Item, Instrument, Uncommon
1 lb.
This flute is enchanted with the ability to detect treasure, no matter where or how it is hidden. When the flute is blown, any objects of 5 GP or more in value within a radius of 250 feet produce an echo, reflected off their surface and traveling back toward the flute from the direction the item is located in. The sound and its echo can travel through walls. This sound can be used to detect if valuable items are present, and in which direction they are from the user. Additionally, items that are closer echo more loudly than items that are further away. However, these sounds may alert creatures to the user's presence.
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Art by Yanavaseva |
Wondrous Item, Rare
2 lb.
A spell for harnessing and controling the power of the wind is woven into the fabric of this cloak, allowing the wearer to become as light as the wind, and to glide on the breeze. When the wearer grasps the hem of the cloak in both hands, they are capable of gliding on a gust of wind. When falling, they travel their move speed in the direction of the wind at the beginning of each of their turns, but descend by 5 feet downward at the same time, until they touch down. If a creature were to touch down on a flat surface while gliding, they take no fall damage and land on their feet as if under the effects of a feather fall spell.
Robe, Very Rare
3 lb.
This robe was woven from water as if it were a fabric - a process requiring magic to spin water into a thread, and then that thread into a robe, requiring the art of a master craftsman in order to do so. Though this is a long and tedious process, if one has the means to produce such a garment, it can prove quite useful indeed.
Due to enchantment, the robe is opaque and maintains its shape and volume, but its surface continually waves and ripples, and it feels wet to the touch. Otherwise, the robe has all the physical properties of water, and as such, no air can pass through it; it can thus be used to douse fires and smother creatures. The wearer receives Resistance to fire damage and cannot catch fire. Additionally, the wearer is unable to sink in water, as the robe becomes part of its surface; thus, they can walk on top of bodies of water. However, they become Vulnerable to lightning damage.
Armor, Very Rare, Cursed, Requires Attunement
Produced through foul sorceries and occult rituals, this suit of armor was made from the hide of a demon, inlaid with its horns and bones. It boasts the supernatural toughness of demon hide, but wielding such power comes at a cost. The lingering spirit of the demon persists in its hide, and it cannot so easily be contained.
When unattuned, a suit of the Armor of Hades functions as leather armor. When attuned, it instead has the stats of a suit of +2 plate armor, but does not impose Disadvantage on Stealth checks, as it is as flexible as leather. Additionally, the wearer recieves Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has Advantage on any spell saving throws. The wearer registers as a fiend to Divine Sense, Smite, and similar effects while attuned to the armor.
However, at the beginning of each turn, there is a 33% chance the the spirit of the demon the armor was made from becomes active. The wearer must then succeed on a DC 15 Charisma saving throw to resist the demon's influence. On a failed save, the armor becomes stiff and rigid, preventing them from moving, as the armor actively resists any attempt they make to move. They become Paralyzed until the beginning of their next turn.