Bibelots and mathoms of Middle-earth
A collection of magical items intended for use with Middle-earth for 5e. They can easily be adapted to most fantasy settings, although these items may be too low-power for most high-magic settings.
Weapon (arrow), rare
A long arrow with copper vanes swept and curved like the wings of a cliff swallow. The front and back lengths of the shaft are made of two differently-colored woods. The head is shaped like a bird's beak.
Origin: Númenórean
Effect: When fired in the direction of the sun, it may be fired beyond maximum range and it can fly up to an additional 10 miles (about 4 minutes of flight), but will only strike the intended target on a natural 20. Normal cover and visibility rules apply.
Wondrous item, legendary
A nautical map (four feet square) made of waxed cloth that shows the Bay of Belfalas and the coastline between Pelargir and Umbar. The wooden cylinder it is stored in is engraved with sea birds, and it has a cap that seals it completely.
Origin: Númenórean
Effect: In addition to the normal nautical features, this map shows the current wind speeds and directions, and it adapts as these conditions change.
Wondrous item, uncommon
A thin leather belt with a single line of brass studs decorating the center line. It is closed by a brass buckle shaped like a coin cut in half.
Origin: Dwarven
Effect: While the belt is within 50 feet of any mithril, the following effect is active. The wearer can slide a coin into a slot in the buckle causing the coin to vanish. When the wearer wishes, he can cause the last coin that vanished and that has not yet reappeared to reappear in the buckle slot. In this way up to 500 coins can be "stored" in the belt.
Wondrous item, rare
A longsword scabbard made of white ivory and bound by golden bands embossed with geometric shapes. A faint glimmer can occasionally be spied within the scabbard.
Origin: Dwarven
Effect: A longsword that is sheathed in the scabbard for 12 or more hours has all damage repaired, but missing decorative elements are not restored. In addition, the longsword becomes magical until the next sunset, and any other magical properties the sword possessed are permanently removed.
Weapon (dagger), uncommon
A thin dagger with a golden hilt shaped like a sea bird, its outstretched wings forming the hand guard.
Origin: Númenórean
Effect: This magical dagger always comes to rest pointing West while unsheathed and dropped or released. When dealing damage to creatures of evil alignment it deals an additional 1d4 radiant damage.
Wondrous item, uncommon
Soft leather boots that reach above the calf. There is a small engraved image of a duck on each heel.
Origin: Wilderland
Effect: The boots are always dry even when submerged in liquid. They may be filled with liquid, but after the liquid is poured out they are completely dry.
Wondrous item, rare (requires attunement)
A halter bridle made from the rough gray hide of an unknown animal. The crownpiece has square black gems along its length, and the browband has a line of curved hooks made of black iron. Its dimensions and bands seem to mysteriously adjust to the size and shape of the creature wearing it.
Origin: Easterling
Effect: A beast wearing the bridle must make a DC 18 Wisdom saving throw or become subject to the will of the attuned creature, as if Dominate Monster were cast on them with a duration that lasts as long as the bridle is worn. The domination effect is interrupted when direct sunlight shines on the bridle; when direct sunlight is no longer shining on the bridle, the beast may attempt the saving throw again or resume being dominated. When the bridle is removed the beast immediately becomes a mortal enemy of the current attuned creature, has advantage to attack rolls against the attuned creature, and has advantage to saving throws to avoid effects originating from the attuned creature. Attuned creatures using this item may be subject to Corruption or Madness checks if using those variant rules.
Wondrous item, legendary
An icicle that is the length of a man's hand. It never melts and will not break through any normal means. The surface of the icicle is frosted and emits a faint cool vapor. There is a small, dark shape inside that cannot be clearly distinguished.
Origin: Númenórean
Effect: When the icicle touches freshwater it slowly freezes the water (1 cubic foot per minute). The icicle is always easy to remove from ice it may become embedded in. If the icicle is used as an improvised weapon, it deals 1d4 piercing damage and 1d6 cold damage.
Wondrous item, very rare (requires attunement)
A solid blue tunic with white embroidery around the collar, hem, and each cuff.
Origin: Haradrim
Effect: The attuned wearer may change the hue of the tunic to any other color by spending an action; at the beginning of their next turn the tunic's color is completely changed. If the tunic gets wet then the wet area remains the current color and cannot be changed until the wearer's next birthday.
Wondrous item, uncommon (requires attunement)
A silver cloak clasp shaped like two sparrows ascending on wing in opposite directions. Engraved on the back of the clasp are Cirth runes with a single word in Westron (Common).
Origin: Dwarven
Effect: When the inscribed word is spoken loudly by the attuned creature from within a 500 ft range, the clasp opens and becomes unclasped.
Wondrous item, rare (requires attunement)
A brimless, pointy hat of many colors. From the topmost tip there dangles three white tassels with poofy balls at each end. Flaps made of fur cover the wearer's ears. A strand of red and green beads falls down to the wearer's back.
Origin: Unknown
Effect: Anyone who sees the attuned creature wearing the hat will not be able to remember the wearer's face unless they make a successful DC 15 Wisdom saving throw against illusion. They may remember other details about the wearer as they normally would. Nearly everyone will remember the hat itself, and they will certainly have strong feelings about the wearer's sense of style.
Wondrous item, legendary
A large white banner with woven of white linen and tiny mithril threads. The banner shines brightly in the moonlight, and the edges of the banner shimmer in light or darkness.
Origin: Elven
Effect: When an insignia or symbol is affixed to the banner, all creatures in a 500 ft radius who can see the banner and who are wearing the same insignia or symbol gain inspiration for a single action of their choice. They may not gain Inspiration in this way again until the next sunrise. If Númenórean, Dúnedain, or Elven blood stains the banner this effect is permanently removed.
Wondrous item, rare
A leather bracer with a polished piece of a tendriled root of an apple tree attached to the inner arm by stitches of silver thread.
Origin: Elven
Effect: The wooden root glows with a soft, white light when pointed in the direction of running freshwater at least 1 foot in width and within 1 mile. The glow intensifies as it approaches water. This effect is removed permanently if the bracer is fully submerged in salt water.
Wondrous item, uncommon
A frosted white crystal about the size of a fig.
Origin: Elven
Effect: The crystal glows brightly when sung to in a Quenya language. The area it illuminates is 10 feet in every direction for a single singer; each additional singer causes it to glow brighter and illuminate another 10 feet in every direction. When the singing stops the light diminishes each round by 10 feet in each direction.
Wondrous item, legendary (requires attunement)
A large flight feather (a remex) about the length of a man's forearm. It is golden brown with a golden tip. The shaft is banded with thin bands of mithril which are inscribed in Khuzdul with Cirth runes.
Origin: Dwarven
Effect: The attuned creature that carries this item increases their ground speed by 5 ft., and their flying speed by 30 ft. if they have a flying speed greater than 0 ft. This effect fails when the air temperature is below freezing. This effect is removed permanently if the bearer takes 30 or more cold damage in a single round.
Wondrous item, legendary
A large (four feet by three feet) leather map of the Grey Mountains and the surrounding areas. It is rolled up and buckled shut with a thick leather strap in which are set seven semi-precious stones of yellow and white.
Origin: Dwarven
Effect: The map shows the current snow and ice cover that lies upon the lands, and it adapts as conditions change. Places are described by their Dalish names written with Dwarven runes. This effect is permanently removed if the map comes in contact with flame for 2 or more rounds.
Wondrous item, uncommon
A pendant made of reddish-gold alloy set with a constellation of small red rubies, and hanging on a thin chain of reddish-gold alloy.
Origin: Dwarven
Effect: The rubies glow when facing in the direction of the single nearest flame. There is no limit to how far away that flame is. If the pendant is submerged in any liquid for 2 consecutive rounds this effect is permanently removed.
Wondrous item, uncommon (requires attunement)
A small pebble of translucent blue striped with opaque white.
Origin: Unknown
Effect: The pebble floats on any liquid. The attuned creature can innately sense the direction towards the pebble, unless the pebble or the attuned creature are underground.
Wondrous item, uncommon
A polished brown stone displaying an etched Cirth rune that indicates the current hour of the day.
Origin: Dwarven
Effect: The etched rune changes as the hour of the day changes. If the stone travels at a speed of 100 ft or more per round for 3 consecutive rounds this effect is permanently removed.
Wondrous item, uncommon
Soft-soled boots lined with white fur. Curved pieces of bones marked with geometric designs protect the shin and Achilles tendon.
Origin: Dwarven
Effect: The wearer of these boots does not slip on ice, but may slide on other slippery surfaces. This effect is inactive during the new moon phase.
Wondrous item, rare
A thin carving knife as long as a dagger. It has a blade made of hammered bronze and inscribed with a single word written in Westron (Common) in Cirth runes. The knife's handle is made of an unusual silver-colored metal. A simple leather sheath holds the knife.
Origin: Dwarven
Effect: When the inscribed word is spoken by the creature holding the knife, the blade's edge glows orange faintly for five minutes. While the blade glows, it slowly melts ice that it touches. The wielder can use the knife to bore into ice or to carve it, but slowly. It does not melt any other materials (including butter). This effect is removed permanently if the blade is inserted completely into ice and remains there for over a day.
Wondrous item, rare
A deck of twelve cards. The card backs are solid black. The faces of each card are illustrated with designs for each month of the year.
Origin: Easterling
Effect: When the creature holding a card speaks a lie they must make a successful DC 20 Persuasion check or the card bursts into flame and slowly burns to ash.
Weapon (whip), rare (requires attunement, neutral or evil alignments only)
A whip made if braided black leather in which small pieces of bone are fastened. The pommel is a gold cap shaped like a nine-pointed star and contains a milky red ruby in its center.
Origin: Angmaran
Effect: When the whip successfully strikes a humanoid target with a melee attack, the wielder may use a bonus action to cast Dominate Person on the target. The saving throw is DC 10 + the amount of damage dealt. If you are playing with Corruption or Madness rules, the DM may call for the wielder to make an appropriate check.
Wondrous item, legendary
A rope about as thick as a man's thumb made of braided silver and white fibers. Binding the ends of this 100-foot line are silver caps engraved with designs reminiscent of spider webbing.
Origin: Elven
Effect: This rope can support any weight without snapping, yet it may still be cut with a blade as a normal rope can.
Armor (shield), rare (requires attunement)
A round targe covered in dark brown hide and fastened with silver nails forming concentric circles on the face. In the center lies a heavy boss fashioned from a dense material and overlaid with silver. Upon the silver surface of the boss are inscribed Cirth runes.
Origin: Dwarven
Effect: When any target within 10 feet of the wielder is attacked with a ranged arrow, bolt, or other small missile attack, the wielder may use a reaction to grant a +2 AC bonus against ranged arrow, bolt, or other small missile attacks to the target that lasts until the beginning of the wielder's next turn; if such an attack fails, the shield is struck by the ranged attack. This effect is temporarily removed when heavy armor or a similar amount of metal is within 5 feet of the shield.
Wondrous item, very rare
A mirror of polished metal about the size of a dinner plate. The edge of the mirror's face is inscribed with Telerin phrases in Tengwar script.
Origin: Elven
Effect: The mirror does not reflect magical items, illusions, or magical beings.
Wondrous item, uncommon
A short, curved horn encircled by a brass band on which are embossed shapes of a row of pikes and shields.
Origin: Gondorian
Effect: Requires an action to use. All domesticated animals in a 120 ft cone must make a DC 15 Wisdom saving throw; on a failed save the animal becomes frightened and runs away (as a turned creature would) for the next 10 rounds. If the animal has a rider then the rider may make a DC 15 Wisdom (Animal Handling) check to overcome this effect.
Wondrous item, uncommon
A dull, dark gemstone the size of a peach pit (peach stone) that does not shine in the light. It is inscribed with Cirth runes, and it is clasped by silver wires and attached to a leather cord that can be worn around the neck.
Origin: Dwarven
Effect: When the stone is placed into a vessel of water (4 liters or less), after 1 hour the water becomes pure enough to drink. This effect may be used no more than once every 24 hours. This effect is removed permanently if the wearer or the stone takes 1 or more points of radiant damage.
Wondrous item, common
A mix of tiny coarse white, transparent, and dark crystals sealed in a small round metal box about the size of a large coin. The lid of the box is embossed with the Tengwar rune for the sound 's'.
Origin: Arnorian
Effect: A tiny pinch of this salt will preserve up to 5 lbs of meat for up to a year. The box contains 20 pinches.
Armor (shield), very rare (attunement required, Khuzdul language proficiency required)
A shield of blackened iron. Its face is covered with rows of squat pyramids made of blackened iron. Cirth runes that shine like polished copper are inscribed upon each face of each pyramid; they form entangled words that repeat a Khuzdul verse well-known among Dwarves.
Origin: Dwarven
Effect: When a melee attack fails against the attuned bearer, the bearer may whisper the runic verses as a reaction: then the attacker must succeed on a DC 12 Strength saving throw. If the saving throw fails, the attacker's melee weapon becomes dull, dealing only half the normal piercing or slashing damage until repaired; non-magical weapons that deal bludgeoning damage are broken completely. This shield effect is permanently removed if the shield becomes invisible for any reason.
Wondrous item, uncommon
A musical reed pipe that plays high piercing notes with a gentle volume across a range of one-and-a-half octaves.
Origin: Elven
Effect: When played by a creature with proficiency in any woodwind musical instrument, or a humanoid creature under the age of 10, songbirds from the surrounding area are attracted to the sound and may draw near to listen (within 5-50 feet). When played for 1 round a single songbird may approach; when played for 1 minute, 2-12 songbirds may approach; when played for 10 minutes, all songbirds in the surrounding area may approach. Songbirds will not approach if they perceive any danger or threats such as natural predators. This item permanently loses this effect if it or its bearer take 1 or more necrotic damage.
Wondrous item, rare
A silver comb engraved with peacock feathers.
Origin: Easterling
Effect: The bearer may use an action to change the length, color, and appearance of their natural hair by passing this comb through it. This effect may only be used at night, and can only be used once per night.
Wondrous item, legendary
A large horn about 8 feet long and weighing 3 lbs made of hammered bronze and overlaid with geometric designs in silver.
Origin: Haradrim
Effect: After the horn is played for 1 minute, a thundering storm front forms 0-3 days later and blows into the location where the horn was sounded. The storm consists of dark clouds, thunder, and wind, and lasts for 10-40 minutes. It may also include precipitation if local conditions are appropriate.
Wondrous item, uncommon
A wooden smoking pipe about the length of a man's hand. The bowl is carved into the shape of a fish head with a gaping mouth.
Origin: Wilderland
Effect: This smoking pipe always cleans itself out after a smoke, ready for its next use. Effects of herbalist-prepared inhalants that are smoked from this pipe have double the normal duration.
Wondrous item, rare (requires attunement)
A strip of white shagreen (about the length of a man's arm) with Adûnaic phrases written in black Tengwar script. When wrapped around a weapon's grip or haft it adheres cleanly and smoothly and will not slip off until purposely removed.
Origin: Númenórean
Effect: A weapon that has the shagreen applied can be recalled to the attuned owner's hand from up to 10 feet away as a bonus action. If something obstructs the weapon's path, the weapon will collide with the object and fall to the ground. This effect is permanently removed when the shagreen, the weapon it is applied to, or its wielder take 3 or more points of lightning damage in a single turn.
Wondrous item, common
A cloak clasp made of silver with an oval milky-blue stone set in the center.
Origin: Númenórean
Effect: The stone's hue changes to a milky-green 0-3 hours before it rains. This effect does not work 10 or more feet underground.
Wondrous item, very rare
A clear crystal sphere encircled by a brass band engraved with Cirth runes. Upon the brass band is fastened a small brass loop through which a neck chain is passed so it may be worn around the neck.
Origin: Dwarven
Effect: When held to the eye the stone acts as a spyglass does. In addition, the holder can see the formations and veins of each type of stone and ore in the visible surroundings. After studying the scene for 1 minute, the holder sees where the strong and weak points are in stone and has advantage to checks for breaking stone and stone structures, and to reinforcing and fortifying stone structures. When used for stonecrafting you may spend 1 less gp per day on raw materials.
Wondrous item, very rare (requires attunement)
A thin quiver made of white hide and detailed with a golden filagree of willow branches and leaves winding around it. It is inscribed along the top with silvery Tengwar runes written in Noldorin Quenya. The quiver contains five arrows fashioned from a light-colored wood and fletched with white feather.
Origin: Elven
Effect: Once per month if the light of the full moon falls on the quiver, the runes glow and the quiver becomes full with five undamaged arrows; any other objects present in the quiver vanish. The quiver permanently loses this effect when it contains none of the five arrows and the attuned creature falls to zero hit points or less. When one of the arrows is fired from a bow, the arrow glows a bright white as it streaks through the air and deals 2d6 radiant damage to the target. If the shooter has language proficiency in Noldorin Quenya, they may speak the written word before firing; then the attack roll does not have disadvantage when firing at normal to long range.
Wondrous item, very rare
Two identical satchels made of supple white hide with a single flap that closes over the top and front of the satchel. A golden clasp shaped like a concentric circles fastens each of them closed.
Origin: Dwarven
Effect: The two satchels store the same items. For objects weighing 1 lb or less and measuring 4 cubic inches or less, any object placed in one satchel is available in the other satchel. Any object removed from one satchel is removed from the other. These objects are not duplicated; the moment they are observed in one satchel, they exist only in that satchel and not in the other. While unobserved they are potentially present in both satchels. This effect only works if the satchels are within 100 feet of each other; if they move further apart than 100 ft then any such objects it contained become temporarily unavailable in both satchels until they return to a 100 ft proximity. If either satchel becomes invisible this effect is permanently removed from both satchels and all such objects they contained vanish.
Wondrous item, uncommon (requires attunement)
A short, thick blue candle with a single Tengwar rune written in silver on its base.
Origin: Arnorian
Effect: While burning the candle wax does not run, drip, or accumulate, which keeps the candle looking new. The candle's flame affects other objects as a normal flame would. From the autumn equinox to the spring equinox, this candle can only be lit and unlit when the attuned creature speaks a command word. The creature does not need to be near the candle to activate this ability. If the candle is exposed to a normal flame it melts and this effect is permanently removed.
Wondrous item, legendary
A rope about as thick as a man's thumb made of braided silver and white fibers. Binding the ends of this 100-foot line are silver caps engraved with designs reminiscent of spider webbing.
Origin: Elven
Effect: This rope can support any weight without snapping, yet it may still be cut with a blade as a normal rope can.