Magic & Living Items
Nothing in the Deep is forged. Everything is fed. Remember that the next time your sword goes quiet in your hand.
— Cassira Vane, caravan-master of Vane's Landing
Nothing in the deep is forged. There are no anvils in the Weave Below, no quench-troughs, no smiths hammering steel into shape. Where the surface world hammers, the Deep grows: a blade is cultured from chitin and patience, armor is coaxed from a carapace fed on spore-light, a lantern is a living bloom taught to hold its breath of fire. Every treasure a delver drags back to the Driftmarket was once alive, and much of it still is.
This chapter gives you two kinds of wonder. The first is grown gear — items cultivated from the Deep that behave like any other magic item, keyed to the 2024 rarities and the attunement rules you already know. The second is living equipment: gear that never truly stops growing, maturing alongside the hand that carries it. Some living gear is worn and attuned like an amulet; some is bonded like a symbiote, and carries the same quiet costs. Each entry tells you plainly which it is.
Grown Gear
The items below run from the humble caps a shepherd carries to the crowned relics of the Hollowed Court. Read each item's opening line for its type, rarity, and whether it requires attunement, exactly as you would a Player's Handbook item.
- Lumewort Lantern
Wondrous Item, Common
- Everfull Dewcap
Wondrous Item, Common
- Bellows-Bud Charm
Wondrous Item, Common
- Glimmergill Blade
Weapon (Any weapon with a blade), Common
- Chitinweave Armor
Armor (Medium or Heavy, but not Hide), Uncommon
- Clingspore Boots
Wondrous Item, Uncommon (Requires Attunement)
- Gloomcap Blade
Weapon (Any), Uncommon
- Cloak of Motes
Wondrous Item, Uncommon (Requires Attunement)
- Bellowscap Censer
Wondrous Item, Uncommon
- Bonefungus Mail
Armor (Chain Mail or Chain Shirt), Rare (Requires Attunement)
- Amulet of the Sporesung
Wondrous Item, Rare (Requires Attunement)
- Gillstaff of the Cantica
Staff, Rare (Requires Attunement by a Spellcaster)
- Warden's Lantern
Wondrous Item, Rare (Requires Attunement)
- Heartbloom Glaive
Weapon (Glaive), Very Rare (Requires Attunement)
- Mantle of the Continued
Wondrous Item, Very Rare (Requires Attunement)
- The Last Lantern
Wondrous Item, Legendary (Requires Attunement)
- Crown of the Hollowed Court
Wondrous Item, Legendary (Requires Attunement)
Living Equipment
Some gear does not merely begin alive — it never stops growing. Living equipment matures alongside its bearer, unfolding new powers as the character it serves gains levels. Two very different models govern how a piece of living gear attaches to you, and every item below states which it uses.
- Wakethorn, the Growing Blade
Living Weapon (Bonded Symbiote), Very Rare (Requires Bonding; see Chapter 5)
- Cindermoth, the Kindling Companion
Living Lantern (Bonded Symbiote), Rare (Requires Bonding; see Chapter 5)
- The Broodmantle
Living Armor (Attuned), Rare (Requires Attunement)
- Creepshod Boots
Living Footwear (Attuned), Uncommon (Requires Attunement)
- Mendmoss Weave
Living Poultice (Attuned), Rare (Requires Attunement)
- The Glimmerquiver
Living Ammunition (Attuned), Uncommon (Requires Attunement)
- Sear-Spore Censer
Wondrous Item (Living), Uncommon (Requires Bonding; see Chapter 5)
Awarding Deep Items
Grown gear obeys the same pacing math as the 2024 Dungeon Master's Guide. Treat rarity as a rough gate on the tier of play: Common items fit any table from 1st level; Uncommon suits levels 1–4; Rare lands well from about 5th level; Very Rare from about 11th; and Legendary relics such as the Last Lantern belong to the endgame, 17th level and beyond. A single item above its tier is a memorable prize, not a mistake — just don't hand a first-level party a Crown of the Hollowed Court and expect the Court to let it keep the thing.
Living equipment deserves special care. Attuned living gear can be given like any magic item, since it scales on its own. Bonded living gear — Wakethorn, Cindermoth, and their kin — should be offered the way a symbiote is offered: as a living creature the character must choose to let in, with the costs of Chapter 5 made plain. The best Deep treasures are the ones the players are a little afraid to accept.
Most of what a delver finds, though, is smaller than any of this: a warm button, a singing thread, a jar of restless motes. Roll on the table below for a bit of the Deep to slip into a pocket.
Minor Deep Trinkets
| d20 | Trinket |
|---|---|
| 1 | A hearthcap button that stays faintly warm to the touch |
| 2 | A knot of lumewort that glows for an hour when you squeeze it |
| 3 | A dried gravebloom petal that hums a single low note each dawn |
| 4 | A ring of woven spore-silk that tightens, just slightly, when you lie |
| 5 | A myconid's shed cap-scale patterned like a map of nowhere |
| 6 | A pocketful of the glow that never quite goes dark |
| 7 | A tooth of bone-fungus that aches when the Marrow Roads are near |
| 8 | A living moss brooch that spells one word in tiny fruiting bodies |
| 9 | A pale seed that dreams your dreams back to you, slightly wrong |
| 10 | A whistle grown from a bellowscap that only spore-cattle answer |
| 11 | A shard of the Mourning Glass, cold even in a warm hand |
| 12 | A dewcap thimble that fills with one clean drop of water each hour |
| 13 | A coil of Cantica silk that sings faintly when the air moves |
| 14 | A blight-scarred coin the Gleaners quietly refuse to take |
| 15 | A spore-pressed portrait of a stranger you've never met, weeping |
| 16 | A chitin die that seems to land, too often, on the number you feared |
| 17 | A sprig of false-hearth — harmless, but unsettlingly convincing |
| 18 | A jar of motes that rearrange into little constellations at night |
| 19 | A finger-bone flute from Charnholt that plays one long held breath |
| 20 | A curl of shed symbiote-spore that twitches toward living warmth |

