Items tend to have special features, one per keyword, when they do not have an actual special power for that keyword. These replace or supplement the special features starting on page 141 of the DMG. The features may not function when on a plane without the associated keyword, at the GM’s option.

  • Abyss (C E): This item’s edges are essentially fractal, infinitely complex the closer you look. It tends to buzz angrily in the presence of lawful Proxies, particularly devils. This item also usually has the Chaotic and Evil keywords.
  • Acheron (L E/N): This item’s appearance is geometric, likely divided into squares and cubes. It is surprisingly easy to carry on campaign, generating half the encumbrance its weight would otherwise specify. This item also usually has the Lawful keyword.
  • Arborea (C G): This item is made of bronze, brass, and natural materials that have not been heavily worked, and it is slightly larger than other examples of its kind. If lost, it will eventually find its way back to you if you have used it for great deeds. This item also usually has the Chaotic and Good keywords.
  • Arcadia (L G/N): This item is a statistically average (though high-quality) example of its form, not exceeding normal tolerances for dimensions or using flashy patterns. It resists being hidden by illusion, always looking like itself no matter the magical disguise, and it remains stubbornly visible even if you are invisible. This item also usually has the Lawful keyword.
  • Baator (Hell) (L E): This item is black and red in color, made of materials that naturally have these colors. It cannot be stolen from its owner, whether by dexterity or legal trickery. As long as you live, you must drop it through true accident or deliberately transfer ownership to lose it. This item also usually has the Lawful and Evil keywords.
  • Beastlands (N/C G): This item is made as much as possible of ostentatious furred leathers. While you carry it, animals are likely to treat you as an apex predator and avoid you or cower before you unless desperate or compelled. This item also usually has the Good keyword.
  • Bytopia (L/N G): This item is well-made and perfectly, perhaps ostentatiously, symmetrical, likely including patterns that are hard to mirror properly by inexperienced craftsmen. Damage that does not extend to both halves of the item will slowly fade as it returns to quality and symmetry. This item also usually has the Good keyword.
  • Carceri (C/N E): This item seems hastily created by repurposing some other item, filing it down and potentially affixing it to an unrelated object. You have advantage on checks to keep the item hidden. This item also usually has the Evil keyword.
  • Elysium (N G): This item has a nautical theme, likely incorporating motifs and materials used for sailing or found near the sea. When you are on a quest to accomplish a good deed, you and your allies travel to your destination 10% faster than you otherwise would. This item also usually has the Good keyword.
  • Gehenna (L/N E): This item’s hard surfaces are made of igneous rock and sharp, black obsidian, while its softer materials seem suffused with ash and soot that never cleans out but blackens the hands of wielders. If you present it, you gain advantage on Charisma checks to convince fiends to leave you alone, as it serves as a token of neutrality in the Blood War. This item also usually has the Evil keyword.
  • Gray Waste (N E): This item is dull gray in appearance, as if all its natural colors have washed out. You have advantage on saving throws to resist effects that try to cause emotions (including Charmed and Frightened), but you also have trouble feeling natural emotions while wielding the item. This item also usually has the Evil keyword.
  • Limbo (C N): This item never looks exactly the same twice, slowly flickering between examples of its form when no one is looking. If you suffer a Wild Magic Surge while wielding it, you may choose to flip the 10s and 1s digits to get a different result on the chart. If you are attuned, you may make a Charisma saving throw (DC 15) to call the item to your hand from anywhere within the same plane. This item also usually has the Chaotic keyword.
  • Mechanus (L N): This item appears to be a complicated mechanism that has been disconnected from its original machinery and frozen in its current function. Modrons may be able to incorporate it into their own bodies, and skilled mechanics might be able to unlock additional functions. This item also usually has the Lawful keyword.
  • Mount Celestia (L G): This item’s metals are silver and gold, while its other components are brightly colored. When wielded by someone Chaotic and/or Evil, its colors fade, but they shine brightly, giving off a faint but cheery light if you are Lawful Good. Those that can confirm the item’s provenance know that there is no way to fool its assessment of your morality. This item also usually has the Lawful and Good keywords.
  • Outlands (N N): This item seems well made, but is worn as if it has seen years of hard use and come through them still in perfect working order, merely comfortably broken in. When reality is against you, it will see you through; you gain a point of Inspiration when you enter an anti-magic area.
  • Pandemonium (C E/N): This item’s dimensions don’t quite add up, creating an unease in the viewer that only increases if it is carefully examined. Screaming faces sometimes appear in the material out of the corner of the viewer’s eye. No mental effects, be they compulsion or insanity, can make you forget that the item is yours, or give it away/discard it if you wouldn’t when in your right mind. This item also usually has the Chaotic keyword.
  • Ysgard (C G/N): This item is etched or woven with numerous runes speaking of its history and abilities, and it likely features rich-hued wood cut from the world tree in its construction. It takes you one minute less than normal to cast a Ritual when wielding the item. As a free action you may willingly take a point of damage (e.g., to prolong a Rage). This item also usually has the Chaotic keyword.
  • Sigil (Outlands): This item seems to have a slight tarnish or patina no matter how much you try to make it shine. If it is the key for a portal or gate, it will vibrate noticeably when brought within a few feet of the bounds of the doorway (as a warning you’re about to travel unexpectedly, or clue to where the doorway is).