Uncommon Magic Armor & Apparel
Adamantine Armor
This armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Applicable Armor for Adamantine:
| Name | Type | AC | Strength | Stealth |
|---|---|---|---|---|
| Chain Shirt | Medium | 13 + Dex modifier (max 2) | -- | -- |
| Scale Mail | Medium | 14 + Dex modifier (max 2) | -- | Disadvantage |
| Breastplate | Medium | 14+ Dex modifier (max 2) | -- | -- |
| Half Plate | Medium | 15+ Dex modifier (max 2) | -- | Disadvantage |
| Ring Mail | Heavy | 14 | -- | Disadvantage |
| Chain Mail | Heavy | 16 | Strength 13 | Disadvantage |
| Splint | Heavy | 17 | Strength 15 | Disadvantage |
| Plate | Heavy | 18 | Strength 15 | Disadvantage |
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Boots of Elvenkind
Wondrous Item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.

Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Boots of the Winterlands
Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance: You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider: You ignore difficult terrain created by ice or snow.

Bracers of Archery
Wondrous Item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.

Cap of Water Breathing
Wondrous Item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Circlet of Blasting
While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can’t cast this spell again until the next dawn.

Cloak of Elvenkind
Wondrous Item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Cloak of Protection
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to Armor Class and Saving Throws while you wear this cloak.

Cloak of the Manta Ray
Wondrous Item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Eyes of Charming
Wondrous Item, uncommon (requires attunement)
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

Eyes of Minute Seeing
Wondrous Item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Eyes of the Eagle
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Gauntlets of Ogre Power
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Gloves of Missile Snaring
Wondrous Item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Gloves of Swimming and Climbing
Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Gloves of Thievery
Wondrous Item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Goggles of Night
Wondrous Item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

Hat of Disguise
Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

Headband of Intellect
Wondrous Item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Helm of Comprehending Languages
While wearing this helm, you can cast comprehend languages from it.

Helm of Telepathy
Wondrous Item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Mariner's Armor
Armor (light, medium, or heavy), uncommon
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Applicable Armor:
| Name | Type | AC | Strength | Stealth |
|---|---|---|---|---|
| Padded | Light | 11 + Dex modifier | — | Disadvantage |
| Leather | Light | 11 + Dex modifier | — | — |
| Studded Leather | Light | 12 + Dex modifier | — | — |
| Hide | Medium | 12 + Dex modifier (max 2) | — | — |
| Chain Shirt | Medium | 13 + Dex modifier (max 2) | — | — |
| Scale Mail | Medium | 14 + Dex modifier (max 2) | — | Disadvantage |
| Breastplate | Medium | 14 + Dex modifier (max 2) | — | — |
| Half Plate | Medium | 15 + Dex modifier (max 2) | — | Disadvantage |
| Ring Mail | Heavy | 14 | — | Disadvantage |
| Chain Mail | Heavy | 16 | Strength 13 | Disadvantage |
| Splint | Heavy | 17 | Strength 15 | Disadvantage |
| Plate | Heavy | 18 | Strength 15 | Disadvantage |
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Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Applicable Armor
| Name | Type | AC | Strength | Stealth | Weight | Cost: |
|---|---|---|---|---|---|---|
| Chain Shirt | Medium | 13 + Dex modifier (max 2) | -- | -- | 20 lbs. | 850 gp |
| Scale Mail | Medium | 14 + Dex modifier (max 2) | -- | Disadvantage | 45 lbs. | 850 gp |
| Breastplate | Medium | 14+ Dex modifier (max 2) | -- | -- | 20 lbs. | 1200 gp |
| Half Plate | Medium | 15+ Dex modifier (max 2) | -- | Disadvantage | 40 lbs. | 1550 gp |
| Ring Mail | Heavy | 14 | -- | Disadvantage | 40 lbs. | 830 gp |
| Chain Mail | Heavy | 16 | Strength 13 | Disadvantage | 55 lbs. | 875 gp |
| Splint | Heavy | 17 | Strength 15 | Disadvantage | 60 lbs. | 1,000 gp |
| Plate | Heavy | 18 | Strength 15 | Disadvantage | 65 lbs | 2,300 gp |








Nature's Mantle (TCoE)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

Periapt of Health
Wondrous Item, uncommon
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

Robe of Useful Items
Wondrous Item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
- Dagger
- Bullseye lantern (filled and lit)
- Steel mirror
- 10-foot pole
- Hempen rope (50 feet, coiled)
- Sack
In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
| d100 | Patch |
|---|---|
| 01-08 | Bag of 100 gp |
| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |
| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |
| 23-30 | 10 gems worth 100 gp each |
| 31-44 | Wooden ladder (24 feet long, 50+ lbs.) |
| 45-51 | A (CR 0.25) Riding Horse with saddle bags |
| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |
| 60-68 | Potion of healing (4) |
| 69-75 | Rowboat (12 feet long) |
| 76-83 | Spell scroll containing one spell of 1st to 3rd level |
| 84-90 | (CR 0.125) Mastiff (2) |
| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |
| 97-00 | Portable ram |
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Sentinel Shield
Armor(Shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Shield +1
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Slippers of Spider Climbing
Wondrous Item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Winged Boots
Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.










