Psychic Items

Psychic items are like magical items, but are created through psychic or spiritual means. Except where noted, psychic items use the same rules as magical items. The DM can easily change a psychic item to a magical item or vice versa as desired.

A psychic item isn’t detected through means to detect magic, but is detected by means that reveal auras and psionic effects.

Attunement

Psychic items that require attunement are attuned in the same way a magical item is. A creature can be attuned to no more than three items, regardless of whether the items are psychic or magical.

If an item requires the character attuning the item be psychic, a character which has at least one class level in a class with the ability to manifest a power or use a psychic feature can attune the item. If attunement requires manifesting ability, only a character with the ability to manifest a psionic power can attune the object.

Sentient Psychic Items

Like a magic item, a psychic item can possess sentience and personality. It is more common when an item is created through psionic energies that it develops these traits, often infused with a portion or a reflection of its creator’s soul. A spirit or curse can also infuse sentience into an item.

The rules for sentient magic items applies to psychic ones, but psychic items also have a power point reserve equal to the sum of its Intelligence, Wisdom, and Charisma modifiers (minimum 0 power points). If the item has at least 1 power point, it is psionic.

Psionic Items

A psychic item with a power point reserve knows at least one power. It uses its highest ability as it manifesting ability score. Consult the Item Powers and Discipline table to see how many powers it knows and how many disciplines it can access to determine its power. The following tables can be used to determine which powers it knows.

A creature in aligned with a psionic item’s purpose will find it can use these powers. The psionic item will maintain the psionic power, but will never exceed its maintenance time. A creature opposed to the psionic item’s purpose will find the item tries to stymie its actions or coerce it, and in extreme cases the item may attempt to possess the creature. A psionic item acting wild will use its powers at an initiative count of 20, losing a tie.

A creature can only expend a number of power points equal to its level to augment the sentient item’s powers. When free willed, the psionic item can expend up to half its total power point reserve to augment a single power. It regains all its power points daily at down

A free willed sentient psychic weapon can move independently, has a flying speed of 10 feet, and can hover. If it is a weapon, it can make attacks as a weapon, otherwise it acts as an object manipulated by the puppetry power. It uses its Charisma modifier on attack and damage rolls and has a proficiency bonus determined by the DM.

A sentient psychic item with a power point reserve of at least 5 can possess a creature as a controller. It uses its highest ability score as its possession ability. See chapter 4 for possession rules.

Item Powers and Disciplines
Power Point ReservePowers KnownDisciplines
111
221
3 to 431
5 to 632
7 to 942
10 to 1252
13 to 1553
16 or more63
Clairsentience Powers
d8 RollPower
1dissonant destiny
2extrasensory perception
3glimmer
4martial insight
5probability manipulation
6remote sight
7spirit ward
8trauma infusion
Psychokinesis Powers
d12 RollPower
1animate electricity
2control light
3energy blast
4flame manipulation
5harmonics
6hydrokinesis
7inertial barrier
8kinetic barrier
9molecular agitation
10suspension
11telekinetic grasp
12tremor
Psychometabolism Powers
d8 RollPower
1adaptability
2biomorphic skin
3blood tendril
4body control
5chameleon
6decay
7sap vitality
8size alteration
Psychoportation Powers
d8 RollPower
1crystalline construct
2dimensional breach
3dislocation
4ectoplasmic creation
5enveloping darkness
6singularity
7spatial void
8stasis
Telepathy Powers
d12 RollPower
1apopsi
2bastion of thought
3ego whip
4id insinuation
5mind probe
6mind spear
7mind tap
8muddle
9psionic blast
10psychic crush
11shatter psyche
12telempathic projection

Psychic Items A to Z

Armor of Aversion

Armor (any), uncommon (requires attunement)

While you wear this psychic armor, you can use your action to activate its power. It has 3 charges. Each creature you choose within 10 feet of you must make a DC 13 Wisdom saving throw. If the save is failed, the creature will refuse to be within 30 feet of you for 1 minute. On its turn a creature less than 30 feet from you must use its movement to withdraw at least 30 feet from you before it can take its action. If its movement is insufficient, it must take the Dash action if able to escape at least 30 feet away from you. If the creature is incapable of withdrawing, it will act normally. The creature makes a new saving throw at the end of each of its turns. The armor regains all charges daily at dawn.

Arrow of Returning

Weapon (arrow), rare (requires attunement)

This +2 arrow, when fired, will return to its wielder’s hand at the end of its turn. Only one of these arrows can be attuned at a time.

Axe of Kinesis

Weapon (any axe), rare (requires attunement)

When you hit a target with this +1 axe, you can take a bonus action to deal an additional 1d8 (2d8 on a critical hit) bludgeoning damage to your target.

Band of Brothers

Ring, rare (requires attunement)

This ring always appears in a set of at least two but no more than five rings. When attuned by at least two creatures, each attuned creature has its mind linked to the others so long as they are on the same plane of existence. While linked, you and each linked creatures can send a telepathic message to each member of the link you choose by taking a bonus action. Members must share a common language to understand messages.

Each linked creature also gains the Hive Mind trait. Hive Mind grants each member of the link a +1 bonus on its first attack roll against a target another member has damaged until the start of its next turn.

Each day, each ring has 3 power points to spend to allow its user to manifest mindlink with power points. Each creature wearing a ring from the same set receives the benefit and no other creature can be added. When augmented power effects end, the ring returns to granting its normal function. Each ring regains all its power points daily at dawn.

Barrier Shield

Armor (shield), very rare (requires attunement)

By taking s bonus action, this shield generates a psychokinetic field that gives you resistance to acid, bludgeoning, fire, piercing, slashing, and thunder damage. You can dismiss the force barrier using a bonus action. The barrier takes the same damage that you do and can prevent up to 100 points of damage before it falls. If the barrier is hit by disintegrate or similar effect, it loses all its hit points and falls. Once the barrier has fallen, it can’t be generated again until the next dawn.

Boots of Buoyancy

Wondrous item, uncommon (requires attunement)

While wearing these psychic boots, you can concentrate to allow you to walk on liquid surfaces as if they are solid ground. If you lose concentration while on a liquid surface, you will sink. These boots won’t protect you from hazards from the surfaces you walk, such as molten lava. You can safely maintain concentration for 10 minutes, after which you gain the psychic strain condition for at least 1 minute.

Boots of Stomping

Wondrous item, uncommon (requires attunement)

While wearing these psychic boots, you can stomp the ground with them once per day by using your action, causing a tremor that splits the ground. Each creature on a solid surface in a path 30 feet long that is 5 feet wide must make a DC 12 Dexterity saving throw. If the save is failed, the creature takes 2d6 bludgeoning damage and is knocked prone. If the save is successful, the creature only takes half damage. You must wait until the next dawn to use these boots again.

Bounding Shield

Armor (shield), very rare (requires attunement)

While holding this shield you have a +1 bonus to AC. Once per round, when you make a melee weapon attack, you can, instead, throw the shield at a target within 30 feet of you by making a melee weapon attack. You are proficient with this attack and the shield counts as a magical weapon. The shield does 1d8+2 bludgeoning damage. If you make the attack on your turn, you can take a bonus action to have the shield bounce off your first target and attack another target within 30 feet of it. In any event, your shield returns to you immediately after making its last attack.

Cloak of Charisma

Wondrous item, uncommon (requires attunement)

Your Charisma score is 19 while you wear this cloak. It has no effect if your Charisma is 19 or higher without it.

Crystal Anchor

Wondrous item, very rare

When thrown, this crystalline anchor emits psychic residue within a 10-foot radius sphere. Power attack rolls made by and against a creature within this area are made with disadvantage. Saving throws against psychic powers made by creatures within the area are made with advantage. The anchor will continue emitting until removed from the ground. Once retrieved, the anchor won’t work again until the next dawn.

Crystal of Revelation

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a channeler)

While you are holding this mystical crystal, you can use it to enhance your channeler powers, and you gain a bonus to power attack rools and to the saving throw DCs of your channeler powers. The bonus is determined by the crystal’s rarity.

In addition, when you expend a Psychic Burst die to gain power points, you can increase the number rolled by 1. When you do so, your Preternatural Awareness trait lasts for one extra round. Once this property is used, it can’t be used again until the next dawn.

Demon-wrought Arrow

Weapon (arrow), rare (requires attunement)

This fiendish arrow functions as an arrow of returning. However, it is cursed to harm creatures loved by the wielder. Whenever it is fired and a creature close to its wielder is within range and has fewer hit points than its maximum damage, it will change its trajectory to strike that creature. The wielder’s attack roll is applied against the new target, and if the arrow hits, the creature takes normal weapon damage and must make a Constitution saving throw. If the save is failed, it takes an additional 6d10 weapon. On a successful saving throw it takes half the additional damage.

A creature slain by this arrow when its curse triggers can’t be revived except by true resurrection or wish. If more than one creature meets the criteria for the curse to apply, it always chooses the closest relationship.

Diadem of Object Reading

Wondrous item, uncommon (requires attunement)

While wearing this crown, you can discern the past of an object you can hold in your hands. For every minute you concentrate on the object, you perceive one hour into its past, starting with the most recent hour. You can concentrate up to 1 hour per Wisdom bonus you possess (minimum 1 hour).

While perceiving an object’s past, you can see and hear from the object’s perspective up to 60 feet. You are treated as having blindsight when doing so.

You can attempt to look into a specific timeframe of an object’s history by making an Intelligence (Investigation) check with a DC based on how far in the past the events occurred.

DCTimeframe
12Up to 1 year ago
16Up to 10 years ago
20Up to 100 years ago
24No limit

Dorje

Dorje, varies

A dorje is a slender crystal that contains a single power and a power point reserve. If the power is on your class list, it can be used to manifest its power. Otherwise, the dorje is beyond your understanding. Manifesting a power through a dorje requires the same manifesting time as the power does normally.

If you attempt to spend more power points than you can normally spend on your powers, you must make an ability check using your manifester ability to determine whether you can manifest it successfully. The DC equals 10 + one half the power point cost. On a failed check, the power points are deducted from the dorje’s reserve with no other effect.

Each power consumes 1 + augmentation cost power points from its reserve. Once a dorje’s power point reserve is reduced to 0, it crumbles to dust. Each dorje has a maximum amount it can spend to augment and empower its powers.

Dorje
Maximum Power Point ExpenditurePower Point ReserveRaritySave DCAttack Bonus
11d4Common13+5
22d4Common13+5
42 + 2d4Uncommon13+5
64 + 2d4Uncommon15+7
86 + 2d6Rare15+7
108 + 2d6Rare17+9
129 + 3d6Very rare17+9
1411 + 3d8Very rare18+10
1612 + 4d8Very rare18+10
1813 + 5d8Legendary19+11

Flailing Flail

Weapon (any flail), rare (requires attunement)

You gain a +1 bonus on attack and damage rolls with this psychic weapon. Whenever you hit with this weapon, you may take a bonus action to make an extra attack. This extra attack is made with advantage, and if it hits deals an additional die of damage.

Force Bolt

Weapon (bolt), uncommon

These are usually found in a batch of 2d4 bolts. This bolt deals an additional 1d6 (2d6 on a critical hit) force damage. Once it hits, the bolt is no longer psychic.

Force Shield

Shield, very rare (requires attunement)

This item appears as an ornate bracer that can be worn over a gauntlet. By using a bonus action and a mental command, you can cause a shield of force to emanate from the bracer, allowing you to wield it as a +1 shield. You can use your bonus action to dismiss the shield, and return it to a bracer.

Additionally, while wielding this shield when you are targeted by magic missile, you can use your reaction to negate the damage from the spell. If you are targeted by disintegrate or a similar effect, you can use your reaction to block the effect, but your shield will revert to a bracer and can’t be called upon again until the next dawn.

Gloves of Dexterity

Wondrous item, rare (requires attunement)

Your Dexterity score is 19 while you wear these gloves. It has no effect if your Dexterity is 19 or higher without it.

Haunted Doll

Wondrous item, rare

This item appears as a child’s doll made of cloth or porcelain. The doll is haunted by an Intensity 20 haunting that is dormant when first obtained. When carried for at least an hour by a creature, the creature must make a Charisma saving throw. If the save is failed, the creature becomes possessive of the doll and will not willingly part with it, except if it knows a child to which it can give the doll. Children make their Charisma saving throw with disadvantage.

Once the doll is placed in a location where a creature lives within 50 feet of it, it will awaken every night at midnight and remain awake until morning’s light. The haunting will become hostile if a creature attempts to remove the doll or attempts to suppress it.

Immaculate Stole

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a savant)

While you are wearing the stole, you can grip it to enhance your savant powers, and you gain a bonus to power attack rolls and to the saving throw DCs of your savant powers. The bonus is determined by the stole’s rarity.

In addition, when you use your psicrystal to manifest a power, you can restore 2 power points to it. Once this property is used, it can’t be used again until the next dawn.

Ioun Stone

Wondrous item, rarity varies (requires attunement)

The following are psychic Ioun stones. They behave like their magical counterparts.

Aura Sense (Very Rare). You can sense auras while concentrating to do so. You can perceive spiritfonts and the emotional state of each creature within 60 feet of you that you can see. A creature must make a DC 12 Charisma saving throw. If the save succeeds, you can’t determine its emotional state. While concentrating on this ability, you have the psionic focus condition.

Bladed (Very Rare). When you are attacked by a melee weapon attack, you can use your reaction to make a melee power attack against your attacker. If you don’t have a manifesting ability, Intelligence is your manifesting ability for this attack. You deal 1d8 slashing damage to your target and add half the damage to your AC against the attack which triggered your reaction.

Deflection (Legendary). When you are hit by a ranged weapon, power, or spell attack, you can use your reaction to reduce the damage dealt by 10 + 2d8.

Glowing (Rare). When you concentrate, this stone glows, illuminating up to 30 feet in bright light and an equal distance of dim light beyond that. While concentrating on this ability, you have the psionic focus condition.

Power Reserve (Legendary). This stone grants you an additional 7 power points. The power points refresh daily at dawn.

Lens of Revelation

Wondrous item, very rare (requires attunement)

When you wear these glasses, you can see in all directions. An attacker gains no benefit from having an ally within 5 feet of you and you have advantage on Wisdom (Perception) checks to see within 30 feet of you.

You can take a bonus action to concentrate to grant you blindsight up to 60 feet. While concentrating to do so you have the psionic focus condition.

Living Tattoo

Tattoo, rarity varies (requires attunement)

When etched into your skin, this psychic ink appears as a beast with a certain color. The tattoo will cover an arm, leg, or half your torso.

By using your action, you can awaken the creature inked on your skin, and the tattoo will come to life, sliding from your skin and transforming into a creature. It will appear in the nearest unoccupied space adjacent to you.

The creature acts on your turn, and is controlled by your will. So long as you aren’t incapacitated, it will act as you mentally command. It will continue to exist for 10 minutes, until you use an action to recall it, or it is reduced to 0 hit points. When the creature is reduced to 0 hit points, it immediately returns to you, appearing as a faded tattoo. The creature regains all lost hit points daily at dawn. While the creature is awake, you have the psionic focus condition, but don’t have to concentrate to maintain it.

A living tattoo is a construct that has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and immunity to poison and psychic damage, otherwise it has statistics identical to a normal creature. See the bestiary for statistics to run the creature.

Amber Hornets (Very Rare). This yellow tattoo is of a trio of hornets. When awakened, it transforms into three dire wasps.

Mauve Serpent (Rare). This violet tattoo is of a coiled serpent, ready to strike. When awakened it transforms into a dire viper.

Ebony Turtle (Very Rare). This black tattoo is of a massive turtle. When awakened it transforms into a dire snapping turtle.

Emerald Mantis (Very Rare). This green tattoo is of a praying mantis. When awakened it transforms into a dire mantis.

Azure Long (Legendary). This blue tattoo is of a wingless dragon. When awakened, it transforms into a sacred serpent.

Russet Ape (Rare). This brown tattoo is of a great ape with its arms raised in anger. When awakened, it transforms into a dire ape.

Satin Tiger (Legendary). This white tattoo is of a regal tiger. When awakened it transforms into a sacred tiger.

Vermillion Hawk (Legendary). This red tattoo is of a fiery hawk swooping to grab it prey. When awakened it transforms into a sacred fire bird.

Martial Master Spear

Weapon (spear), very rare (requires attunement)

You gain a +2 bonus on attack and damage rolls while wielding this psychic weapon. When you hit a target with this weapon, you can choose to deal bludgeoning damage instead of piercing damage.

You gain three martial dice, which are a d8. The spear regains all martial dice daily at dawn. You can spend one die to perform one of the following maneuvers:

Demon Dive. You throw your spear at a foe up to 15 feet away, adding 1d8 to your attack roll. If you hit, your foe is pushed 5 feet and you automatically move into its former space. This movement doesn’t draw opportunity attacks. If the throw misses, the spear returns to you.

Exchange. When you are attacked by a melee weapon attack from a foe within 5 feet of you, you add 1d8 to your AC against that attack. If the attack misses, you swap places with the attacker.

Rapid Thrust. You attack with disadvantage, but if you hit you deal an additional 2d8 piercing damage.

Sweep. A creature hit by this weapon must make a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Strength modifier + your proficiency bonus + 1d8. If the check is failed, the creature takes weapon damage + 1d8 bludgeoning damage and is knocked prone.

Vault Kick. When you hit, your target must make a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Strength modifier + your proficiency bonus + 1d8. If the check is failed, the creature takes weapon damage + 1d8 bludgeoning damage and is pushed 10 feet away from you.

Mind Armor

Armor (padded), very rare (requires attunement)

While wearing this armor you gain a +5 bonus to AC against telepathic attacks and abilities that deal psychic damage. You also gain a +5 bonus on saving throws against telepathic powers and abilities and enchantment spells and abilities.

Mirror of Displacement

Wondrous item, rare (requires attunement)

You can use your action to hold this mirror up to another creature within 40 feet of you. The creature must make a DC 16 Dexterity saving throw or be relocated to another space within 40 feet of you. The new space must be on a solid surface.

Pebble of Thoughts

Wondrous item, uncommon

When you crush this pebble, you gain the effect of the telempathic projection power as if augmented to allow you to transmit thoughts without sharing a language with your target. The pebble is pale purple with the texture of a dried sponge.

Periapt of Wisdom

Wondrous item, rare (requires attunement)

Your Wisdom score is 19 while you wear this pendant. It has no effect if your Wisdom is 19 or higher without it.

Psicrown

Wondrous item, rare (requires attunement)

This crown can store psionic powers, holding an augmented power until the attuned wearer uses them. The crown can store up to 9 power points of powers at a time. When found, it contains 1d10 – 1 power points worth of stored powers chosen by the DM.

Any creature can manifest a power with 1 to 9 power points of augmentations into the crown by touching it as the power is manifest. The power has no effect except being stored in the crown. If the crown can’t hold the power, the power points are expended without effect. A power must be augmented to be stored in the crown.

While wearing this crown, you can manifest any power stored in it with the augmentations used in the original manifestation. The power uses the power save DC, power attack bonus, and manifesting ability of the original manifester, but otherwise treated as if you manifested the power. The manifested power used from the crown is no longer stored in it, freeing up space.

Psi-leech

Weapon (dagger), very rare (requires attunement)

You gain a +1 on hit and damage rolls with this psychic weapon. When you hit a creature that has the psionic focus condition, you deal an additional 1d10 force damage. This force damage can’t be regained until the creature completes a long rest or benefits from lesser restoration or remove curse.

Psychoactive Skin

Wondrous item, rarity varies (requires attunement)

This appears as a fist-sized globule of ectoplasm until attuned to a creature of Medium size or smaller. Once attuned, it bonds with the flesh of its user. By using an action, the skin can be activated, and expands to cover the creature and its worn items as a second skin. By using another action, the skin can be retracted.

While active, the wearer can breathe and detect its surroundings as normal. The psychoactive skin rolls away from parts of the body when the wearer needs to access its inventory or perform normal functions such as eating. Only one skin can be attuned at a time.

Chameleon Skin (Rare). While active, this skin changes in response to its environment giving its wearer nearly perfect camouflage. You have advantage on Dexterity (Stealth) checks to be hidden and treat each roll below 12 as a 12 when motionless.

Eldritch Skin (Legendary). While active, this skin reveals hundreds of eyes and tiny slithering tentacles. Each creature that is with 10 feet of you when you activate this skin or which ends its turn within 10 feet of you while it remains active must make a DC 15 Intelligence saving throw. If the save is failed the creature is frightened for 1 minute and is at disadvantage on attack rolls so long as it remains within 30 feet of you as long as it remains frightened.

While active, you can take a bonus action to use the eyes on the skin to see in all directions until the start of your next turn. When you do so, you have a +2 bonus on Wisdom (Perception) checks that rely on sight, and foes gain no benefit from having an ally within 5 feet of you.

Hardened Skin (Very Rare). When you activate this skin, it surrounds you in biomorphic armor taking on a unique style based on the skin, such as rock, steel, or wood. You have AC equal to 14 + your Constitution modifier if it is greater than your current AC.

Monstrous Skin (Legendary). While active, this skin enshrouds you in dark fibers. You have advantage on Strength checks and saving throws. You can lift three times your normal lift weight and jump five times your normal jump distance. You take half damage from falling and no damage from a fall less than 50 feet. When you take fall damage, including from psychokinetic slams, you make a Dexterity check against a DC 10. If successful, you don’t fall prone. If you take no fall damage, you are never knocked prone from falling.

When you make an unarmed attack, you deal 1d6 damage if you don’t already deal more. Whenever you deal enough damage to a creature within 5 feet of you to reduce it to fewer hit points than your Strength score, you can automatically grapple it if you choose. If you choose to throw a creature grappled in this manner, you push them twice the normal distance.

Proteus Skin (Very Rare). While active, you gain the ability to change your appearance. By using an action, you can change your appearance to another creature of the same size as you, including any worn attire and gear. The appearance is completely cosmetic, and any gear so created isn’t functional. You may also alter your voice to match the visual form. When used as a disguise, you have advantage on any check to deceive that relies on sight.

Ribbon of Severance

Wondrous item, legendary (requires attunement)

This red velvet ribbon is worn around the neck. When attuned and worn, its wearer must make a DC 18 Wisdom saving throw. If the save is failed, the wearer’s head is severed from its body, but the wearer isn’t slain.

Once its head has been removed, the wearer can place any head on its severed neck and affix it with the ribbon. The head must be from a creature of the same size as the attuned creature. On wearing another head, the user can use its action to probe the memories of the new head.

Severed heads, including the creature’s own head, will rot and decay as normal when not attached to the body with the ribbon. While wearing the ribbon and a head, the creature can’t be beheaded by any means except untying the ribbon.

If the creature has no head, it is can continue to see and hear through the last head it possessed for up to one hour, after which time it is blinded and deafened until it attaches a new head.

Ringing Mace

Weapon (mace), very rare (requires attunement)

You gain a +2 bonus on attack and damage rolls with this psychic weapon. When you hit a creature, it must make a DC 12 Wisdom saving throw or be deafened until the end of its next turn. When you hit a creature concentrating on a spell, power, or other ability, its concentration DC is increased by 10 and it makes its Constitution save with disadvantage. If a psychic power or ability is disrupted, the creature gains the psychic strain condition until the end of its next turn, unless it manifests a psionic power, in which case it has psychic strain until the condition ends normally.

Rod of the Depths

Wondrous item, rare

This rod is topped with a writhing mass of tentacles. You can strike a creature with the rod by making a melee weapon attack. The rod counts as a club for proficiency but does no damage. Instead, a creature hit by the rod is ensnared as the tentacles detach and wrap around the target. An ensnared creature is restrained for 1 minute. Another creature can use its action to attempt to remove the tentacles, but must succeed on a DC 15 Strength check.

If the ensnared creature is in water, it will sink 30 feet each round unless held aloft by magical or psychic means. Each round, it will suffocate unless it can breathe in water. Once used, the rod can’t be used again until the next dawn.

Sextant of Calming

Wondrous item, very rare

This navigation tool grants advantage on tool proficiency checks made with it while in the open sea.

Three times each day, when the user is within the area of a rain, sleet, snow, hail, or lightning storm, including spells and powers that duplicate a storm, it can take a reaction to create a cylinder with a 20-foot radius that is 20 feet tall centered on it that suppresses the storm and any effect of the storm. The cylinder lasts for 1 hour and requires concentration to maintain.

The user can expend additional uses during activation to double the size of the cylinder (40-foot radius and 40 feet tall for 2 uses or 80-foot radius and 80 feet tall for all 3 uses. The sextant regains all uses daily at dawn.

Shadow Dust

Wondrous item, uncommon

When this dust is thrown against a surface, wall, or unattended object of Large size or smaller, it transforms the consistency of the target to shadow, allowing a creature to pass through it for 10 minutes. Only a 10-foot cube section of a wall or surface will be affected. Attended objects aren’t affected. When the effect ends, any creature or object within its space is safely moved to the nearest unoccupied space.

Shoes of Safefall

Wondrous item, uncommon

While wearing this pair of shoes, when you fall from a height greater than 30 feet, your decent slows and you safely land. When falling 30 feet or less, any damage from falling you take is halved.

Shroud of Flames

Wondrous item, very rare (requires attunement)

While wearing this cloak, you can use a bonus action to wreathe yourself in flames for 1 minute. Each creature with 5 feet of you at the start of its turn must make a Constitution saving throw. If the save is failed, it takes 2d8 fire damage. If the save succeeds the creature takes half damage.

While wreathed in the flames, you have resistance to cold and fire damage and are immune to the flames from the shroud. Additionally, each melee weapon attack you make while wreathed in flames deals an additional 1d8 fire damage. After using this item, it can’t be used again until the next dawn.

Spirit Receiver

Wondrous item, very rare

This curious item can be used to connect with spirits and their realms. When activated, it will pick up on lingering thoughts from spirits and allow them to speak through the receiver. Outside a séance, the sounds are heavily distorted.

A creature with the ability to augment a psionic power or cast a 1st-level or higher spell can use this item as part of a séance to allow a spirit to communicate clearly and without risk of the séance failing or the spirit harming the participants. In addition, the receiver provides a spellcaster or manifester a +2 bonus on checks to conduct a séance.

When a creature within 60 feet is on the border Ethereal Plane, its sounds can he heard through the receiver while it is on a plane that overlaps the Ethereal Plane.

The receiver can also be used within 30 feet of a spiritfont to pick up sounds from the past that created the spiritfont or a creature’s thoughts which created it. Similarly, spiritual residue placed within 5 feet of the receiver can also transmit similar thoughts from the past.

Spirit Sieve

Wondrous item, very rare

This item appears as a floating orb about one foot in diameter. When a psionic power is manifested targeting a creature within its space or an area including its space, the manifester must make an ability check using its manifesting ability against a DC of 15. If failed, the spirit sieve absorbs the psionic power, causing it to have no effect. Only three powers can be absorb until the next dawn. Each time it absorbs a power, it glows, increasing intensity with each additional power. For each power absorbed, it sheds dim light in a 5-foot radius. The light fades upon the next dawn.

Storm Glaive

Weapon (glaive), legendary (requires attunement)

You can use your bonus action to have this weapon cackle with electricity for 1 minute or until you use your bonus action to dismiss it. You deal an additional 1d12 lightning damage on a hit with it.

Once per hour, you can use your action to spin the glaive in a continuous circle, creating a tempest in a 5-foot radius. Each creature within the tempest must make a DC 16 Strength saving throw. If the save is failed, the creature is pushed 30 feet away from you and tossed in the air 10 feet. It will fall, taking 1d6 fall damage and is knocked prone. If a creature is flung into a wall or other solid obstruction, it takes 1d6 bludgeoning damage per 10 feet it can’t be pushed.

The Bulwark

Armor (shield), legendary (requires attunement)

This massive shield grants you half cover. You can use your action to duck behind the shield, granting you full cover. When you are attacked by a melee weapon attack, you can use your reaction to create a psychokinetic thrust. The creature must make a DC 14 Strength saving throw. If the save is failed, the creature is pushed 10 feet and knocked prone and its attack deals no damage. When you use this function more than once each dawn, you suffer a level of exhaustion.

Third Eye

Wondrous item, very rare (requires attunement)

This circlet allows you to use your action to gain enhanced visual detection for 1 minute. It has three uses. You can see up to 120 feet in magical and nonmagical darkness, sense auras and spiritfonts, detect magical and psychic effects, perceive into the Ethereal Plane, and are aware of secret and concealed doors hidden by both mundane and supernatural means. You are also immune to blindness and gaze attacks while using this item. The circlet regains all uses daily at dawn.

Vial of Ectoplasm

Potion, uncommon

This metal decanter contains ectoplasm from the Astral Plane. When rubbed over a weapon or armor, it becomes a psychic item for 1 hour. Weapons gain a +1 bonus on attack and damage rolls. Armors and shield gain a +1 bonus to AC. If the item is already magical or psychic and has a bonus of +1 or better, the ectoplasm has no effect.