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Shelf IV · The Treasure Vault

Magic Items & Compendiums

Wondrous items, weapons, armour and consumables to reward your party.


Third-party5e compatible· Printer-friendly copy

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

  1. 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.

    On the siteParalyzedWizard

  2. 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

  3. 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

  4. 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

Third-party5e compatible· Printer-friendly copy

Sarayath's Magical Compendium II

A second collection of wondrous items and weapons.

More quirky treasure, from a wild-magic mug to a siege war hammer, released in a printer-friendly edition.

Sections

  • Wondrous Items
  • Weapons

Reach for it: DMs who have used up the first compendium.

Chapter by chapter

This second third-party treasure collection expands Sarayath's magic-item range with curiosities, weapons, armour and expendable rewards. A preliminary set of rarity-based treasure lists helps DMs choose rewards before consulting the item descriptions. Several entries have multiple rarity grades rather than one fixed power level. Players should check attunement costs and dangerous side effects instead of judging an item solely by its rarity.

5 sections

  1. Treasure Rolling Tablesp. 2

    Four rarity groups help DMs choose treasure from the collection. They cover uncommon, rare, very rare and legendary rewards. Items with several power grades can appear in more than one group. Use these lists as selection aids rather than a guarantee that every result suits the party.

    • Uncommon selections — uncommon; varies by item: Emphasise practical curiosities and specialised weapons.
    • Rare selections — rare; varies by item: Mix combat equipment, poisons and social magic.
    • Very rare selections — very rare; varies by item: Include stronger equipment and spellcasting tools.
    • Legendary selections — legendary; varies by item: Include campaign-changing travel, explosive and life-altering effects.
  2. Wondrous itemsp. 3–5

    These seventeen entries range from replenishing snacks to perilous magical bargains. Spellcasting instruments and the ring can enhance a caster’s options, whereas envelopes and the shrub support travel. The knowledge tome spans rare, very rare and legendary grades according to its spell level. Treat the amphora and the Deck of settling as high-stakes decisions, since misuse can kill or permanently erase a character.

    • Tome of arcane/divine knowledge — rare, very rare or legendary; no attunement: Study unlocks a spell from a wizard, cleric or druid list, with rarity increasing by spell level.
    • Wild magic mug — uncommon; no attunement: Provides requested ordinary drinks and daily healing but risks unpredictable magical mishaps.
    • Potted goodberry shrub — uncommon; no attunement: Produces nourishing, healing berries when regularly watered and given sunlight.
    • Pink elderwood sweet box — uncommon; no attunement: Replenishes its supply of sweets each dawn.
    • Envelope of far traveling — uncommon; no attunement: Delivers a short written message to a named recipient, even across planes.
    • Succubus powder — rare; no attunement: Improves attempts to seduce humanoids and lets a kiss attempt to charm its recipient.
    • Entopheromones spray — rare; no attunement: Marks victims with a scent that attracts hostile insect swarms.
    • Belt of distortion — rare; attunement required: A reaction returns you to where you stood at the start of your previous turn.
    • Enchanted deck of slashing — rare; attunement required: Single-use metal throwing cards have variable attack bonuses and a dangerous position-swapping result.
    • Amulet of the Voice stealer — rare; attunement required: Stores and reproduces voices taken from people you have killed.
    • Ocarina of lasting white noise — very rare; attunement required: Improves spells performed through it and can disrupt nearby spellcasters' concentration.
    • Ring of fiendish retribution — very rare; attunement required: Grants fire resistance and spends charges on Hellish Rebuke.
    • Instrument of Dispersion — very rare; attunement required: Improves spell accuracy and save difficulty, with limited uses of extended spell range.
    • Monocle of soul reading — very rare; attunement required: Reveals a nearby creature's alignment through the appearance of its soul.
    • Amphora of eternal youth — legendary; no attunement: Blood can extend its donor's lifespan but ages a different drinker instead.
    • Ruler's crown — legendary; attunement required: Raises Charisma to 20 if lower and fuels commanding or controlling spells.
    • Deck of settling — legendary; no attunement: Sends two willing participants to a card-game demiplane where the loser is permanently erased.

    On the siteWizardClericDruid

  3. Weaponsp. 6–7

    Sixteen weapon entries offer specialised tools rather than only flat damage improvements. Several target particular kinds of enemies, including elementals and extraplanar creatures. Nets and the execution weapon reward coordination with allies who can hinder targets. The paired swords need an attunement slot apiece, while the travelling longbow doubles as risky long-range transport.

    • Enchanted chain net — uncommon, rare, very rare or legendary; no attunement: A self-repairing net becomes tougher and harder to escape at higher rarities.
    • Glass bladed weapons — uncommon; no attunement: Cheap blades improve accuracy and damage but remain non-magical for damage purposes and can shatter.
    • Goblin's bane — uncommon; attunement required: Adds weapon damage dice against goblins and their relatives.
    • Insect's plague — uncommon; attunement required: Adds weapon damage dice against insects and arachnids.
    • Wing breaker — uncommon; attunement required: Forces wing-powered flying targets to land or risk falling.
    • Elemental's chaos — uncommon; attunement required: Randomly disrupts elementals for extra force damage, with a chance of dealing no damage.
    • Defender of the material plane — rare; attunement required: Hurts extraplanar creatures more and can banish them on a natural 20.
    • Heavy crossbow of splintering — rare; attunement required: Can scatter a bolt into a cone resolved with Dexterity saves rather than one attack roll.
    • Twin short swords of frenzy — rare; separate attunement required for each sword: Main-hand hits build extra damage for the paired off-hand attack.
    • Sling of shattering — rare; attunement required: An enchanted sling can trigger a limited-use thunder burst at its shot's destination.
    • Siege war hammer — very rare; attunement required: An enchanted hammer is especially destructive against objects and structures.
    • Great weapon of execution — very rare; attunement required: Adds a chance of necrotic damage against restrained, incapacitated or paralysed foes.
    • Martyr's long sword — very rare; attunement required: Becomes deadlier and scores critical hits more easily when its wielder is nearly defeated.
    • Trident of the deep — legendary; attunement required: An enchanted trident grants repeatable water magic and speech with aquatic animals.
    • Longbow of wandering outcast — legendary; attunement required: A special daily arrow carries its archer over immense distances, with accuracy affecting arrival location.
    • Soul net — legendary; attunement required: An exceptionally durable enchanted net inflicts recurring psychic damage and requires mental effort to escape.

    On the siteRestrainedIncapacitated

  4. Armorsp. 8–9

    Eight armour and shield entries combine protection with active effects. Some strengthen nearby allies or punish attackers rather than merely raising Armor Class. Others support adventures involving plants, rivers, falling or fire. The air-draining shield is dangerous to allies too, so plan its use before exposing the group to suffocation.

    • The Hive — rare; attunement required: An enhanced shield releases wasps against an attacker who hits you in melee.
    • Protector's ward — rare; attunement required: Enchanted armour temporarily increases the current and maximum hit points of up to three creatures.
    • Armor of chaotic defense — rare; attunement required: Enchanted armour can block a hit at the cost of a wild-magic roll.
    • Blooming wooden plate of the forest guardian — very rare; attunement required: Plate or half plate improves protection in direct sunlight and permits daily Speak with Plants.
    • Shield of forceful impact — very rare; attunement required: An enhanced shield can cancel your fall damage and redirect part of it as an area force blast.
    • Wooden Breath taker — very rare; attunement required: A shield removes breathable air from a large cube, threatening unprepared creatures with suffocation.
    • Studded leather of the river king — legendary; attunement required: Protective aquatic armour enables swimming, underwater combat and long-distance travel along a river with a companion.
    • Black plate of the last ember — legendary; attunement required: Strongly enchanted plate grants fire immunity and a brief defensive increase when exposed to fire.
  5. Ammunition & Consumablesp. 9–10

    This section presents ten reusable projectile types or expendable magical devices. Returning ammunition has four rarity grades, whereas its elemental and prismatic cousins use separate rules. Three poisons attack different weaknesses, making their effects important to distinguish. The gravity shot and clockwork explosive have major environmental consequences, and their incomplete or extreme details warrant DM adjudication.

    • Ammunition of returning — uncommon, rare, very rare or legendary; attunement required: Returns after firing, with higher-rarity pieces gaining larger attack and damage bonuses.
    • Alchemical stinky glue bomb — uncommon; consumable, no attunement: Coats nearby victims in persistent, easily tracked foul-smelling glue.
    • Beauty filter — rare; consumable, no attunement: Adds a small die to Charisma checks for a day.
    • Pentoniul poison vial — rare; consumable, no attunement: An ingested or injury-delivered poison can impose poisoning and vulnerability to poison damage.
    • Cursed arcana poison vial — rare; consumable, no attunement: A poison can prevent spell concentration while poisoning its victim.
    • Poison vial of minor blood transmutation — rare; consumable, no attunement: Makes a poisoned victim vulnerable to fire damage.
    • Anti-personal ammunition of gravity reversing — rare; no attunement: Reverses a struck creature's gravity temporarily, threatening an upward fall.
    • Elemental ammunition of returning — very rare; attunement required: Returns after firing and adds damage of its associated element.
    • Gnomish clockwork flattener — legendary; no attunement; consumable: A wound-up explosive trades longer delays for larger thunder blasts and devastates structures.
    • Prismatic ammunition of returning — legendary; attunement required: An enchanted returning shot can trigger limited random elemental damage or hindering effects.

    On the sitePoisonedBlinded

Pairs withThe Dungeon Master's Craft