System Reference Document 5.2.1
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Dancing Sword
Weapon (Greatsword, Longsword, Rapier, Scimitar, or 
Shortsword), Very Rare (Requires Attunement)
You can take a Bonus Action to toss this magic 
weapon into the air. When you do so, the weapon 
begins to hover, flies up to 30 feet, and attacks one 
creature of your choice within 5 feet of itself. The 
weapon uses your attack roll and adds your ability 
modifier to damage rolls.
 While the weapon hovers, you can take a Bonus 
Action to cause it to fly up to 30 feet to another spot 
within 30 feet of you. As part of the same Bonus Ac -
tion, you can cause the weapon to attack one crea-
ture within 5 feet of the weapon.
 After the hovering weapon attacks for the fourth 
time, it flies back to you and tries to return to your 
hand. If you have no hand free, the weapon falls to 
the ground in your space. If the weapon has no un -
obstructed path to you, it moves as close to you as 
it can and then falls to the ground. It also ceases to 
hover if you grasp it or are more than 30 feet away 
from it.
Decanter of Endless Water
Wondrous Item, Uncommon 
This stoppered flask sloshes when shaken, as if it 
contains water. The decanter weighs 2 pounds.
 You can take a Magic action to remove the stopper 
and issue one of three command words, whereupon 
an amount of fresh water or salt water (your choice) 
pours out of the flask. The water stops pouring out 
at the start of your next turn. Choose from the fol -
lowing command words:
Splash. The decanter produces 1 gallon of water.
Fountain. The decanter produces 5 gallons of water.
Geyser. The decanter produces 30 gallons of water 
that gushes forth in a Line 30 feet long and 1 foot 
wide. If you’re holding the decanter, you can aim 
the geyser in one direction (no action required). 
One creature of your choice in the Line must suc -
ceed on a DC 13 Strength saving throw or take 
1d4 Bludgeoning damage and have the Prone con-
dition. Instead of a creature, you can target one 
object in the Line that isn’t being worn or carried 
and that weighs no more than 200 pounds. The 
object is knocked over by the geyser.
Deck of Illusions
Wondrous Item, Uncommon 
This box contains a set of cards. A full deck has 34 
cards: 32 depicting specific creatures and two with 
a mirrored surface. A deck found as treasure is usu -
ally missing 1d20 − 1 cards.
 The magic of the deck functions only if its cards 
are drawn at random. You can take a Magic action 
to draw a card at random from the deck and throw 
it to the ground at a point within 30 feet of yourself. 
An illusion of a creature, determined by rolling on 
the Deck of Illusions table, forms over the thrown 
card and remains until dispelled. The illusory crea-
ture created by the card looks and behaves like a 
real creature of its kind, except that it can do no 
harm. While you are within 120 feet of the illusory 
creature and can see it, you can take a Magic action 
to move it anywhere within 30 feet of its card.
 Any physical interaction with the illusory crea-
ture reveals it to be false, because objects pass 
through it. A creature that takes a Study action to 
visually inspect the illusory creature identifies it as 
an illusion with a successful DC 15 Intelligence (In -
vestigation) check. The illusion lasts until its card 
is moved or the illusion is dispelled (using a Dispel 
Magic spell or a similar effect). When the illusion 
ends, the image on its card disappears, and that 
card can’t be used again.
Deck of Illusions
1d100 Illusion*
01–03 Adult Red Dragon
04–06 Archmage
07–09 Assassin
10–12 Bandit Captain
13–15 Basilisk
16–18 Berserker
19–21 Bugbear Warrior
22–24 Cloud Giant
25–27 Druid
28–30 Erinyes
31–33 Ettin
34–36 Fire Giant
37–39 Frost Giant
40–42 Gnoll Warrior
43–45 Goblin Warrior
46–48 Guardian Naga
49–51 Hill Giant
52–54 Hobgoblin Warrior
55–57 Incubus
58–60 Iron Golem
61–63 Knight
64–66 Kobold Warrior
67–69 Lich
70–72 Medusa
73–75 Night Hag
76–78 Ogre
79–81 Oni