Sarayath's Magical Compendium I
Around forty new magic items in three groups.
Flavourful wondrous items, weapons and armour, and one-use consumables — from a con man's coin to a lich-hunting blade.
Sections
- Wondrous Items
- Weapons & Armour
- Consumables
Reach for it: DMs filling a treasure hoard or shop.
Chapter by chapter
This third-party collection offers magical treasure for a Dungeon Master to place in a campaign. Its four sections cover everyday curiosities, combat equipment, expendable magic and landscape-changing beacons. Players can use the guide to understand a reward's purpose and risks before asking their DM about the full rules. Several powerful objects carry serious drawbacks rather than functioning as uncomplicated upgrades.
4 sections
▸Wondrous Itemsp. 2–3
These objects support travel, recovery, research and unusual magical tricks. Most early entries need no attunement, making them accessible to many characters. Later items introduce memory manipulation and much stronger permanent benefits. The five Crowns of the almighty are dangerous linked treasures: removing one requires Wish, breaking it kills its wearer and imprisons their soul, and rival crowns can absorb its gem.
- Con man's coin — uncommon; no attunement: A deceptive coin gives the opposite toss result to the one its thrower wants.
- Heart of a firenewt — uncommon; no attunement: Helps its holder resist environmental cold hazards.
- Needle-man — uncommon; no attunement: An animated cactus runs forward before bursting into damaging, blinding needles.
- Staggering bear trap — uncommon; no attunement: A magical trap wounds and grapples a victim while disrupting attacks, checks and reactions.
- Cooking pot of the hag — uncommon; no attunement: Meals improve temporary hit points or Hit Dice recovery according to their main ingredient.
- Animated feather — uncommon; no attunement: Copies writing or takes dictation when supplied with ink.
- Bell of the wise willow — rare; no attunement: Opens a temporary entrance to an extradimensional tavern with compulsory purchases.
- Phoenix feather dream-catcher — rare; no attunement: Extinguishes nearby magical and ordinary fires, then provides light.
- Dwarven raiser — rare; no attunement: Briefly awakens dead wooden objects so they can answer questions in Dwarvish.
- Gloves of primal savagery — very rare; attunement required: Retractable claws turn unarmed strikes into acid attacks using a d8.
- Memory eating crystal lantern — very rare; no attunement: Can suppress a victim's personal memories for ten days without removing skills.
- Tome of a thousand stories — legendary; attunement required: Temporarily reproduces a named historical non-magical book, but the same reader cannot request that title twice.
- Ring of the northern impaler — legendary; attunement required: Creates enchanted icy javelins that can paralyse their victims.
- Crowns of the almighty — Platinum — legendary; attunement required: Grants flight, swimming and freedom from breathing.
- Crowns of the almighty — Gold — legendary; attunement required: Stops ageing and permits a powerful daily Command.
- Crowns of the almighty — Silver — legendary; attunement required: Improves saving throws against spells.
- Crowns of the almighty — Mythril — legendary; attunement required: Prevents charm and sleep while shortening the rest needed.
- Crowns of the almighty — Adamantine — legendary; attunement required: Resists physical weapon damage and grants expertise in Intimidation.
▸Weapons & Armorsp. 4–5
This section supplies twelve named combat rewards. Some improve ordinary attacks, while others change battlefield positioning or defend against spells. Attunement is usual, so compare them with the other items already using your limited slots. Steel oath is particularly risky because its special paladin effects deliberately bring a fallen wearer closer to death.
- Weapon of contempt for the weak — uncommon; attunement required: Gains an attack and damage bonus against creatures of challenge rating 2 or lower.
- Shade Staff — uncommon; no attunement: Unfolds into directional cover, but cannot serve as a weapon while open.
- Sword of attrition — rare; attunement required: An enchanted sword can break a non-magical weapon after its wielder badly misses you.
- Longbow of the Red Wrath — rare; attunement required: Briefly adds thunder damage and a chance to frighten targets.
- Despair fueled weapon — rare; attunement required: Consumes your frightened condition to gain a temporary attack bonus and necrotic damage.
- Steel oath — rare; attunement required: Enchanted plate or half plate lets a fallen paladin sacrifice death-save safety for a retaliatory or healing effect.
- Ancilo shield — rare; attunement required: Brief duplicates can divert an incoming single-target spell or weapon attack.
- Erratic flail — rare; attunement required: Offers advantage on attacks at the risk of hurting its wielder after a miss.
- Assassin's companion — rare; attunement required: A magical finesse weapon disguises itself as a harmless tiny beast.
- Neothelid tentacle whip — very rare; attunement required: Spends replenishing charges to add psychic damage on a hit.
- Lich's bane — legendary; attunement required: An enhanced shield reflects spells using charges, with cheaper reflection for necromancy.
- Daybreak — legendary; attunement required: A powerful polearm deals physical, fire or radiant damage and can be recalled from afar.
On the sitePaladinFrightened
▸Consumablesp. 6
These seven expendable treasures deliver temporary transformations, attack boosts or destructive effects. Their power often comes with a catch rather than a reliable benefit. Summoning dice create creatures hostile to everyone, not obedient allies. The beans and frozen tear demand especially careful discussion of their delayed or immediate risks.
- Feather of a dead crow with 55 offspring — uncommon; consumable, no attunement: Transforms its user into a raven for an hour without concentration.
- Sparkling flare — uncommon; consumable, no attunement: Produces sunlight-like brilliance that can blind creatures with darkvision.
- Blood-thirst compound — uncommon; consumable, no attunement: Temporarily adds melee damage and converts that extra damage into temporary hit points.
- Pouch of methalic beans — rare; consumable, no attunement: Reduces exhaustion immediately but causes severe delayed withdrawal.
- Dice of summoning — rare; consumable, no attunement: Summons hostile imps, sea spawns, vine blights, dust mephits or ghouls according to its material.
- Frozen tear of a frost giant — very rare; consumable, no attunement: Shatters into a freezing blast, or risks that blast when swallowed for an ice-magic benefit.
- Annihilation spray — legendary; consumable, no attunement: Destroys material at very short range and can inflict force damage on a creature.
On the siteBlinded
▸Beaconsp. 7
Beacons of regional influence alter the environment instead of being ordinary carried equipment. Every listed essence is legendary and needs no attunement. A planted beacon changes a ten-mile region over several weeks, and destroying it allows normal conditions to return over ten days. These are useful campaign objectives or regional hazards, with the ten essences below indicating what kind of change to expect.
- Overgrowth — legendary; no attunement: Makes vegetation larger and much faster growing.
- Life — legendary; no attunement: Improves death saves and slows ageing.
- Kindness — legendary; no attunement: Repeatedly grants the region's creatures Sanctuary protection.
- Archoelemental — Earth — legendary; no attunement: Creates elemental earth crossings and recurring tremors.
- Archoelemental — Air — legendary; no attunement: Brings dangerous lightning storms and winds that carry off tiny creatures and objects.
- Archoelemental — Water — legendary; no attunement: Creates water-plane crossings and downpours that hinder land travel.
- Archoelemental — Fire — legendary; no attunement: Causes extreme heat, drying waterways, fires and lava eruptions.
- Undeath — legendary; no attunement: Fills the region with decay and gives some deaths a chance to produce undead.
- Bestial brutality — legendary; no attunement: Makes beasts aggressive and oversized, with many becoming monstrosities.
- Madness — legendary; no attunement: Exposes long-staying visitors to mind-affecting danger shaped by the fiendish essence.
Pairs withThe Dungeon Master's Craft