These are magical items that can be found over the course of the story.
Amulet, Bulla Talisman#
Wondrous Item, Uncommon
This acorn-shaped golden amulet is engraved with a winged figure wielding a harp. While wearing this amulet, if your alignment is good, you have Advantage on saving throws against spells and magical effects cast by Fiends and Fey.
Amulet, Lunula Talisman#
Wondrous Item, Uncommon
This crescent moon-shaped golden amulet is engraved with beautiful filigree. While wearing this amulet, if your alignment is good, you have Advantage on saving throws against spells and magical effects cast by Aberrations and Monstrosities.
Axe of Xander#
Weapon (Greataxe), Rare (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Giant Killer. The Axe of Xander’s primary purpose is to destroy the Dragonlords’ main foes. Whenever you hit a Giant or Titan with a melee attack roll using the axe, the target takes an extra 5d6 Force damage. Whenever you use the axe to reduce a creature of those types to 0 Hit Points, you regain 25 Hit Points.
Sentience. The Axe of Xander is a sentient Lawful Neutral Greataxe with an Intelligence of 14, a Wisdom of 10, and a Charisma of 10. It has hearing and normal vision out to 120 feet. The weapon cannot speak, but communicated empathically by transmitting emotion to the creature its attuned to. While you’re attuned to it, the Axe of Xander also understands every language you know.
Personality. The Axe of Xander is a weapon of war whose primary purpose is to destroy Giants and Titans. If it meets a combatant of those types, the axe urges its wielder to fight, and if it’s used to kill one of those creatures, it transmits a tremendous sense of satisfaction and wellbeing to its wielder.
Blessed Olive Oil#
Wondrous Item, Uncommon
This amphora of fragrant olive oil has been blessed by the Mother Goddess. One amphora of this oil can bathe one Medium or smaller creature who is not wearing armor. Bathing in the oil takes 1 minute and consumes the oil in the process. The affected creature then gains the effect of the Bless spell for 1 minute.
Breastplate of Mytros#
Armor (Breastplate), Rare (Requires Attunement)
While wearing this armor, you gain a +1 bonus to Armor Class, and attack rolls made by Giants and Titans against you have Disadvantage.
Burnished Dragonlord Coin#
Wondrous Item, Very Rare
This burnished golden coin carries the face of Xander Huorath on one side, and an engraving of the legendary ship Ultros on the reverse. The coin emits a faint golden light. While carrying this coin, you know Draconic.
Crown of Laurels#
Wondrous Item, Very Rare (Requires Attunement)
This crown of enchanted laurel leaves is customarily awarded to the winner of the Great Games. It was crafted by Vallus, the Queen of Mytros and the Goddess of Wisdom. While wearing this crown, you gain a +1 bonus to Wisdom saving throws.
Crown of the Dragonlords#
Wondrous Item, Rare (Requires Attunement)
While wearing this crown, you can cast the Bond of the Dragonlords and Dirge of the Dragonlords spells. Casting the spells using this crown still requires their material components. Once one of the spells is cast using this crown, it can’t be used again until the next dawn.
Everburning Torch#
Wondrous Item, Uncommon
This bronze torch is enchanted with the Continual Flame spell. The pommel of the torch can be twisted to ignite or douse the flame.
Game of Twenty Squares#
Wondrous Item, Uncommon
The Game of Twenty Squares is more commonly known as “The Royal Game.” The game is considered to be sacred, and it has been played by gods and mortals since the dawn of time. Kings sometimes use the game to resolve disputes that would otherwise result in war. The game is played by moving seven pieces across a board comprising twenty squares. Dice are rolled to determine how quickly the pieces can move, and the object of the game is to reach the end of the twenty-square course before your opponent. This requires a mix of strategy and luck. The game is protected against magical interference, which prevents cheating with spells such as Mage Hand.
Magical Wagers. Anything can be wagered on the outcome of the game—wealth, power, magic, or even the lives of the two players. Whenever gods play the game, this wager is enforced by magic woven into the fabric of the multiverse. Depending upon the nature of the wager, as many as six rematches may be allowed.
Starting the Game**.** Two players are required to play the game. They must agree to their wager beforehand, and it is customary to cut the thumb and make a “blood handshake” before the game begins.
Seven Rounds. The actual game is a series of seven opposed ability checks, which represent the various strategies that can be used to win. Each check determines the outcome of the race between two pieces, and they are made in this order: Charisma (Performance), Wisdom (Insight), Intelligence (History), Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), Wisdom (Perception). Tied ability checks must be repeated until one player prevails.
Winning the Game. The winner of the game is the first player to win four of the seven opposed ability checks.
Golden Shield of Volkan#
Shield, Very Rare (Requires Attunement)
This golden shield has a lion engraved on its front. While attuned to it, you know Draconic. The shield has the following properties that you can use while wielding it:
Roar. The shield has three charges. You can expend one charge to cast the Thunderwave spell, which generates the sound of a lion’s roar instead of a thunderous boom. The shield regains all expended charges at dawn.
Hunter’s Awareness***.*** You have Advantage on Initiative rolls and Wisdom (Perception) checks.
Brutal Spoils***.*** The severed head of any Medium or smaller creature can be attached to the lion head’s teeth. When you do so, the head is preserved for up to one week, and you can use a Magic action to gain one of that creature’s traits for 1 minute. Once the week or the minute passes (whichever comes first), the head disintegrates into ash.
Greatclub of the Cyclopes#
Weapon (Greatclub), Legendary
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you score a Critical Hit with this weapon, the target must succeed on a DC 16 Strength saving throw or have the Prone and Stunned conditions until the end of its next turn.
Horn of Balmytria#
Wondrous Item, Very Rare (Requires Attunement)
This horn was fashioned from one of the horns of Balmytria. As a Magic action, you can speak one of its command words to generate the following effects:
Sustain. The horn produces delicious food, water and wine for up to twelve creatures. The food provides enough nourishment to sustain a creature for one day. If wine is drunk from the horn, it can sometimes induce a deep sleep with prophetic dreams (DM’s choice).
Breathe. The horn creates a 10-foot radius Sphere of white fog within 60 ft. of you. The Sphere’s radius increases by 5 ft. at the start of each of your turns, to a maximum of 30 ft., and lasts for 10 minutes, until you dismiss it as a Bonus Action, or until a strong wind (such as the one created by the Gust of Wind spell) disperses it. Each creature that starts its turn in the Sphere must succeed on a DC 14 Constitution saving throw or have the Paralyzed condition until the start of its next turn.
War. This command word can only be revealed by Vallus, the Goddess of Wisdom. The horn speaks to one creature with the Titan tag within 60 ft. of you, in a voice only the target can hear. If the target has the Legendary Resistance trait, one use of it is immediately expended.

Instruments of the Muse#
Wondrous Item, Rare (Requires Attunement by a Bard)
These instruments were crafted by Volkan, God of Forges, to his daughter Kyrah, Goddess of Music. Each instrument is simple but elegant, designed so as not to attract unwanted attention, because the Kyrah loves to travel in disguise as a common bard. However, when played, the instruments produce rapturous melodies, owing to the fact that they are crafted from the hair of nymphs.
You can play the instruments to cast one of their spells. Once an instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument as a Spell Focus, your spell save DC increases by 1 for all of your Bard spells.
The Instruments of the Muse Spells table lists what spells each instrument can cast.
Mithral Chakram#
Weapon (Chakram), Uncommon
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you miss with an attack roll made with this weapon, choose another creature within 10 feet of the original target. If the original attack roll would hit the second creature, it takes the attack’s damage.
Mithral Dorata#
Weapon (Dorata), Uncommon
These mithral-forged Dorata are designed to be carried together, with one to be used for throwing and one to be used for close-quarters combat. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Mithral Honorblade#
Weapon (Greatsword), Very Rare
This oversized, mithral-forged honorblade was designed by ancient jancan smiths. Although it seems much too large for a human, the warrior monks of Aresia have been known to specialize in the use of honorblades. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. whenever you hit a creature that is wielding a non-magical Shield with a melee attack using this weapon, that Shield is instantly destroyed.
Mithral Kopis#
Weapon (Kopis), Uncommon
This mithral-forged, forward-curving Kopis is heavier along the end of the blade. This gives it more cutting power than most shortswords. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Mithral Makhaira#
Weapon (Makhaira), Uncommon
This mithral-forged Makhaira has a single curved blade with a flat edge along the top. It is heavier than most longswords, making it more effective while mounted. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Whenever you attack with this blade while you are mounted, the target takes additional 1d4 Slashing damage.
Mithral Xiphos#
Weapon (Dagger), Uncommon
This mithral-forged Dagger has a straight, leaf-shaped blade, which is excellent for thrusting and piercing between shields in phalanx formations. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you make an attack with this weapon, you ignore any AC that the enemy gains from wielding a Shield.
Pegasus Bridle#
Wondrous Item, Rare (Requires Attunement by a Good
aligned creature)
This golden bridle may be used to tame a Pegasus, so that the mythical creature may be used as a flying mount. A pegasus will allow a Good aligned creature to approach and bridle it with this magic item. Once the pegasus has been bridled, it may be used as a Controlled Mount by the character who is attuned to this item.
Potion of Aging#
Wondrous Item, Legendary
This cloudy blue potion was brewed from the blood of a living god. For each droplet that a creature drinks from this potion, the creature physically ages by one year. Brewing the potion is a long process that requires one droplet of divine blood to be added each year for many years. Such potions are always designated with the number of years that it took to brew them. For example, a Potion of Aging (25 years) contains 25 droplets.
Pythor’s Hammer#
Weapon (Warhammer), Legendary (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Once per day, you may instantly summon the hammer to your hand from any distance, and it teleports directly into your grasp. The hammer’s main purpose is to forge magical weapons and armor, and if used in such a fashion, the creation time is halved. Refer to the Mithral Forge Recipes table at the start of this appendix for crafting recipes.
Shortbow of Cupidity#
Weapon (Shortbow), Rare (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Once per day, on a successful hit, you may force the target to make a DC 14 Wisdom saving throw. On a failure, the target is charmed by you for one hour.