Fire Emblem Homebrew Compendium

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Fire Emblem Homebrew Compendium

Barbarian Primal Path

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Savage

The Path of the Savage is a road plagued by cruelty and temptation. While one obtains great strength and a near inexorable fury when becoming a savage, the foul-natured spirits which normally stay hidden come to you with promises of more power. They feed off your strength and aid you in combat, yet this often leads the savage to become as impulsive and nomadic as the spirits that guide them. Some savages are able to cope with the spirits and find a band of their own, but many will say that the savage is a threat even without the support of others.

Death Blow

Starting when you choose this path at 3rd level, malign spirits guide your strikes, resulting in more power behind your precise attacks. You can roll an additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Additionally, your damage modifiers are doubled when you score a critical hit.

Havoc Bringer

Beginning at 6th level, your rampage cannot easily be quelled. For the duration of your rage, you are immune to the grappled and paralyzed conditions and you ignore difficult terrain. Additionally, any falling damage you take while raging is reduced by a number equal to your Strength score plus your Constitution score.

Perserve the Blade

At 10th level, you are imbued with the ability to rectify any inimical damage inflicted on your weapon due to your blind power. You learn the mending cantrip. When you use this cantrip on a magic weapon which has brokee under your use, you can attempt to restore its magic power. When you cast mending in this manner, you must make a Charisma check against the magic weapon’s restoration DC (10 for a common magic weapon, 12 for uncommon, 14 for rare, 17 for very rare, 20 for legendary). On a success, the weapon’s magic properties are restored. On a failure, you cannot attempt to restore the magic weapon in this manner for 1 week. If you fail to restore the magic weapon three times, any further attempt that you make fails.

Counter

Starting at 14th level, your enemies will suffer alongside you. When a creature attempts to hit you with a melee weapon, you can use your reaction to reduce your Armor Class to 10. When you do so, any damage dealt to you by that attack is also dealt that creature as necrotic damage. This damage ignores damage resistances and immunities for both you and the attacking creature.

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Bardic College

The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of Performing Arts

Bards of the College of Performing Arts are anything but simple street dancers. Through rigorous training, these performers unlock the power of the Galdrar, a special performance utilized to bring forth hope in allies which can take many forms. Bards of this college often travel the land as mercenaries, knowing their skills are very well-valued. Also true is their desire to find a band whose hope can make a better world.

Bonus Proficiency

Starting at 3rd level, you gain proficiency in the Performance skill. Your proficiency bonus is doubled for any ability checks you make with this skill. Alternatively, you gain proficiency in one artisan tool of your choice and double your proficiency bonus for any check you would make with these tools.

Restore Vigor

Also starting at 3rd level, you gain the ability to revitalize others with your talents. As an action, you can expend a inspiration die to grant one of your allies an extra turn in combat, provided they have already finished their turn. They take this additional turn while it is still your turn. The ally can use their half their movement, and they gain one action. This action can be used to take the Attack (one weapon attack only), Cast a Spell (cantrip), Dash, Disengage, Hide, or Search actions.

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Innovative Performance

At 6th level, you can substitute the verbal, somatic, and material components (which do not have a monetary value) of a spell with a performance of your craft, such as a impassioned dance, fiery serenade, or any method that does not utilize a traditional arcane focus.

Showstopper

At 14th level, you begin to show complete mastery over the performing arts. When you use your Restore Vigor ability on an ally, that ally regains their full movement speed and can take any actions or use any abilities they normally would be able to on their turn, such as the Extra Attack feature or any similar features.

Cleric Divine Domain

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Rider Domain

The Rider domain draws in those who wish to play a prominent role in winning battles. Gods who bestow these benefits - including Kord, Odin, Paladine, Pelor, and Zeus - believe that these followers act in accordance to their divine word, being the ones who judge which warriors live and those who die. To assist their followers in bestowing the judgement on their behalf, those of the Valk domain are granted divine mastery over mounted creatures to grant their followers greater speed. Being able to assist allies within an immediate vicinity and bestow blessings to those further away, the followers of the Rider domain embody the trust of their gods.

Valk Domain Spells

Spell Level Spells
1st healing word, sleep
2nd find steed, silence
3rd slow, wind wall
4th confusion, find greater steed
5th circle of power, mass cure wounds

Bonus Proficiency

At 1st level, you gain proficiency with the Animal Handling skill.

Natural Rider

When you choose this domain at 1st level, you’ve ensured that your mount and you can arrive quickly to any emergency. Any mount you ride has its speed increased by 10 feet. Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Channel Divinity: Brazen Ally

Starting at 2nd level, you can use your Channel Divinity to protect your allies with a divine aegis. Until the start of your next turn, all allies within 15 feet of you gain a bonus to their Armor Class equal to your Wisdom modifier.

Brazen Guidance

Starting at 6th level, whenever you use your Brazen Ally Channel Divinity option, all allies within 15 feet also add your Wisdom modifier to saving throws.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Sumptuous Poise

Starting at 17th level, all allies within the range of your movement speed reduce all damage taken by your proficiency bonus.

Druid Circles

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.

Circle of Dark Shamans

The Circle of Dark Shamans is comprised mainly of devout cultists who call for the aid of fallen gods. Whereas most druidic circles pertain to preserving life, the Circle of Dark Shamans wishes to bring decay and despair into the world to make it suitable for their revered deities. Not all druids of the Dark Shamans stay loyal to their path, with wavering members sometimes using the very powers they have been granted to oppose their Circle. Even with the negative stigma that the Dark Shamans possess, it is up to the druid to decide their own fate.

Dark Dealings

Starting at 2nd level, you can replace any cantrip or spell you would learn through the druid spell list with a spell of the necromancy school on any spell list.

Eclipse Bringer

Also starting at 2nd level, you can doom a creature to share whatever fate they may inflict upon you. As an action on your turn, you can force one creature within 60 feet that you can see to make a Charisma saving throw against your druid spell save DC. On a failed save, the creature obtains an Eclipse Brand. As long as this creature is within a mile of you, whenever you take damage, they take half that damage as necrotic damage. This brand lasts until an hour passes or when the creature falls unconscious, whichever occurs first. Remove curse or any similar spells also remove the effect of the Eclipse Brand. You can use this feature twice, and you regain all expended uses when you take a long rest.

Touch of Mire

Beginning at 6th level, your dark devotion reaches greater lengths. The range of your necromancy spells is doubled. Spells with a range of self gain a range of touch, and spells with a range of touch gain a range of 10 feet.

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Summoner's Servant

When you reach 10th level,the beings you have devoted your service to grant you the power to summon their minions. As an action, you can summon a poltergeist, the statistics for which are in the Monster Manual. When the poltergeist appears, it gains temporary hit points equal to druid level. Roll initiative for the poltergeist, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Wisdom modifier (minimum of +0). The poltergeist remains in your service for 1 minute or until it drops to 0 hit points, whichever comes first. You can use this feature twice, and you regain all expended uses when you take a long rest.

Defiler

When you reach 14th level, the malefic magics you’ve come to understand have reached their peak. When you cast a spell of the necromancy school that forces the targets to make a saving throw to resist its effects, the targets have disadvantage on their first saving throw made against the spell.

Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Dread Fighter

During a time when dark mages and witches reigned supreme, the first Dread Fighters took the field of battle as a means of defeating these vile spellcasters. They battle to win, better themselves, and protect those they love.

Apotrope

When you take this archetype at 3rd level, your upbringing has brought upon you arcane resilience. You gain proficiency in one saving throw of your choice which you aren’t already proficient in.

Arcane Aggressor

Also starting at 3rd level, the line between the Weave and yourself becomes fickle enough for you to harness its energy. When you are hit by an attack that deals damage or succeed on a saving throw against a spell, you can use your reaction to subsume the attack's energy. The first attack you hit after this deals an additional 1d6 force damage. This damage increases to 2d6 at 10th level and 3d6 at 15th level.

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Rushdown

At 7th level, your base movement speed increases by 10 feet.

Antihex

Beginning at 10th level, you stave off baleful magic coming from objects. You cannot be affected by the cursed property of magic items. Additionally, you can attempt to detect whether an item is cursed or not during a long rest. You make an Arcana check versus the item’s DC (10 for common magic items, 12 for uncommon, 14 for rare, 17 for very rare, and 20 for legendary and artifacts). If you succeed, you determine the effects of the item’s curse. If you fail, you cannot attempt to check this item for a curse again until you complete a long rest.

Iron Will

At 15th level, your resilience to the magical arts increases. You gain proficiency in one saving throw of your choice which you aren’t already proficient in, and you gain resistance to the damage you take while using your Arcane Aggressor ability.

Aegis

At 18th level, your presence becomes a bane to mages, as you have mastered overcoming their fickle means of thwarting your existence. If you are subjected to a spell that allows you to make a saving throw for only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Monastic Tradition

Many traditions of monastic pursuit are common in the monastaries of the multiverse. Most monastaties practice one tradition exclusively, but a few honor more than that and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Way of the Armsmaster

Monks of the Way of the Armsmaster spend much of their time becoming versed in the arts of specific weapons. They quickly come to understand the weak points of their foes, push their bodies beyond their natural limits, and rend the greatest strengths of their enemies.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the glaive, longsword, pike, and warhammer. These weapons are monk weapons for you.

Steady Stance

At 3rd level, your defensive stance allows you to become an opportunist. Whenever you use Patient Defense, you also gain the benefits of the Ready action.

Seal Vitality

Starting at 6th level you become an adept at punishing the openings of your enemies. Whenever you make a Stunning Strike, you can instead choose to replace its effects with the following: The target must succeed on a Constitution saving throw against you ki save DC. On a failed save, the target’s Strength, Dexterity, and Constitution modifiers for their respective abilities are reduced by either your Strength or Dexterity modifier (your choice) until the end of your next turn. Statistics affected by these modifiers, such as a creature's hit points or Armor Class, take this new modifier into account for the duration.

Life and Death

Starting at 11th level, you can push yourself to exceed your bodily limits, knowing the costs of such power. At the start of your turn, you can spend up to 5 ki points to give yourself a +1 bonus per ki point spent to all attack rolls, ability checks, and damage rolls made on this turn. However, your Armor Class decreases and you take additional damage. The Armor Class reduction and extra damage dealt is equal to the amount ki points spent, and lasts until the end of your next turn.

Rend Heaven

At 17th level, you can turn your enemy’s strength against them. When you deal damage with a monk weapon, you can spend 4 ki points to add half of the target's highest ability score to the damage dealt.

Sacred Oath

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Oath of Lordship

The Oath of Lordship is an oath not just made for oneself, but for the people the paladin chooses to protect. Most commonly referred to as great lords, these paladins are often the member of a royal family or a hero destined to save the world. They wish to ensure a bright future for the world and its inhabitants. They value their comrades more than anything and, with their strength, can overcome any obstacle.

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Tenets of Lordship

Many who swear to the Oath of Lordship embodies one or all of these tenets.

Bearer of Hope. People cheer the possibility of a better tomorrow, not the deeds you did today. But how will the hearts of the people move tomorrow and the next day? That is for you to decide.

Fight for Your Friends. Your ties grant you strength. Never let down those who support you.

The Future is Not Written. Nothing is set in stone. Even when the odds are against you or if the sages tell of your defeat, fight on. The greatest heroes defy the expectations of others.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Lordship Spells
Paladin Level Spells
3rd protection from evil and good, shield
5th find steed, flame blade
9th crusader's mantle, haste
13th aura of purity, fire shield
17th circle of power, hallow

Channel Divinity

When you take your oath at 3rd level, you gain the following two Channel Divinity options.

Attack Stance. As an action, you channel your power into aiding your beloved allies, using your Channel Divinity. Choose an ally within 30 feet. When that ally makes an attack roll against a hostile creature, you can use your reaction to move up to your speed to a space adjacent to that targeted hostile creature and make a single melee weapon attack against that creature. The effects of this Channel Divinity last for 1 minute.

Guard Stance. As an action, you channel your power into protecting those who mean the most to you, using your Channel Divinity. Choose an ally within 30 feet. While you remain within 30 feet of that ally, When that ally is subject to a melee weapon attack, you can use your reaction to move up to your speed to a space adjacent to that ally and make a single melee weapon attack against the creature attacking your ally. The effects of this Channel Divinity last for 1 minute.

Charming Aura

Beginning at 7th level, your presence inspires others to match your vigor. You and friendly creatures within 10 feet of you gain a bonus to your attack rolls. This bonus equals half of your proficiency bonus (rounded down).

At 18th level, the range of this aura increases to 30 feet.

Moonbow

Starting at 15th level, the power to aid those under your Attack and Guard Stance increases. You can make two attacks instead of one when you trigger your Attack or Guard Stance.

Visage of the Exalted

At 20th level, you can manifest the power of your bonds to take a regal form. For example, you hair becomes blue or your weapons and armor take a much more elegant form. Using an action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Creatures with the dragon, fiend, monstrosity, or undead creature types are vulnerable to the bludgeoning, piercing, or slashing damage of your weapon attacks.This overrides any previous resistances or immunities the creature once had to said damage types.
  • Whenever you make an opportunity attack, you can make two attacks instead of one. You can make opportunity attacks against a creature, even if it has taken the Disengage action.

Once you use this feature, you can’t use it again until you finish a long rest.

Ranger Archetype

The ideal of the ranger has two classic expressions: the Hunter and the Beast Master. Not all rangers follow the classic examples, some might follow the archetype below.

Marksman

The Marksman archetype is a testament to your accuracy with ranged weapons. All Marksmen become a master of killing and subdual from long ranges.

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Marksman Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Marksman Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Marksman Spells

Spell Level Spells
1st hunter's mark
2nd pass without trace
3rd glyph of warding
4th secret chest
5th swift quiver

Close Counter

At 3rd level, you’ve grown accustomed to enemy rushdowns and approaching threats. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when a creature moves within 30 feet of you, you can use your reaction to make a ranged attack against that creature.

Hawkeye

At 7th level, you aim improves. You gain a +2 bonus to attack rolls made with ranged weapons, and attacking at long range doesn’t impose disadvantage on your ranged attack rolls.

Brutal Shot

At 11th level, you’ve learned to overcome obstacles and can further hammer down on single threats. Your ranged weapon attacks ignore half cover and three-quarters cover, and you can add half your proficiency bonus (rounded down) to the damage of your ranged weapon attacks.

Deadeye

At 15th level, your mastery of archery is displayed by a technique which can render foes useless in a single hit. As an action on your turn, you can make a single ranged weapon attack. On a hit, you deal damage as normal and the creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature falls unconscious for 1 minute. The affected creature can wake up early if it takes any damage.

Rougish Archetype

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Wanderer

Unlike most forms of spellcasters, the Wanderer runs into their magical abilities as they travel the world. Travelers of the planes, longtime adventurers, and explorers tend to be those who exhibit these powers.

Spellcasting

Starting at 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips. At 1st level, you learn three cantrips: two cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots. The Wanderer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and evocation spells on the bard spell list. The Spells Known column of the Wanderer Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.The spells you learn at 8th, 14th, and 20th level can come from any school of magic.Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since you have learned your spells through worldly experience. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

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Wanderer Spellcasting

| Rogue Level | Cantrips Known |Spells Known |1st | 2nd | 3rd | 4th |:----:|:---: |:---:| | | 3rd | 2 |3| 2|__ | __ | __
| 4th | 2 |4| 3|__ | __ | __ | 5th | 2 |4| 3|__ | __ | __ | 6th | 2 |4| 3|__ | __ | __ | 7th | 2 |5| 4|2 | __ | __ | 8th | 2 |6| 4|2 | __ | __ | 9th | 2 |6| 4|2 | __ | __ | 10th| 3 |7| 4|3 | __ | __ | 11th| 3 |8| 4|3 | __ | __ | 12th| 3 |8| 4|3 | __ | __ | 13th| 3 |9| 4|3 | 2 | __ | 14th| 3 |10| 4|3 | 2 | __ | 15th| 3 |10| 4|3 | 2 | __ | 16th| 3 |11| 4|3 | 3 | __ | 17th| 3 |11| 4|3 | 3 | __ | 18th| 3 |12| 4|3 | 3 | __ | 19th| 3 |12| 4|3 | 3 | 1 | 20th| 3 |12| 4|3 | 3 | 1

Pass

When you reach 3rd level, you can take advantage of a creature’s sight of your magic. When you cast a spell, you can move through a creature’s space without expending any extra movement or making any ability checks and you can ignore difficult terrain.

Fast Cast

Starting at 9th level, you begin to act more efficiently in high-pressure situations. When an ally is reduced to 0 hit points, you can use your reaction to cast a spell of 1st level or higher on them. This spell must have a casting time of 1 action.

Dazzling Casting

Starting at 13th level, the manner in which you weave spells causes foes to lose focus. Creatures that fail their saving throws against your spells cannot make opportunity attacks, and you gain advantage on attack rolls against them until the end of your next turn.

Lucky Sevens

Starting at 17th level, fate seems to favor you. Whenever you roll a 7 or 17 on an ability check or attack roll, you gain inspiration. See chapter 4 in the Player's Handbook for rules on inspiration. Once you take a short or long rest, you lose this inspiration.

Sorcerous Origin

Different sorcerers claim different origins for their innate magic.

Black Knight Lineage

You are the descendant of a warrior plagued by tragedy. Perhaps this warrior was forced to betray a close ally to defend their country, fight the son of a beloved teacher, or forced to become the avatar of a fell god. Your blood demands vengeance for the circumstances that brought about their demise, manifesting as your innate magical abilities.

Bonus Proficiencies

At 1st level, you gain proficiency in light armor, medium armor, shields, and simple and martial weapons.

Warrior’s Blood

At 1st level, the power of a warrior past guides your strikes. Whenever you take the Attack action, you can choose to use your Charisma modifier for either the attack or damage roll instead of whatever ability the roll would normally call for. You must make this decision as you take the action.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Demon’s Surge

At 14th level, your bloodline’s viciousness manifests in your blows. Your spell and weapon attacks score a critical hit on a roll of 19 or 20.

Metamagic Fury

Beginning at 18th level, you arcane prowess and martial adeptness come to terms. When you use your sorcery points to regain a spell slot, you can infuse a spell into a special attack which uses your action. Choose a spell the level of the spell slot you regained or lower (if you still have access to slots of that level). On a hit, the target suffers both the effects of the melee weapon attack and the spell. If the spell requires a saving throw, the target has disadvantage on its first save. Expend a spell slot of the level equal to the spell which you cast.

Otherworldly Patron

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Order Incarnate

You have forged a bond with a creature that wishes to keep order in check where it is so and restore balance to unorderly places. The motives of your patron are ultimately objective and ignore all sense of emotion. Entities which bestow this power include Ashera, formian queens, inevitables, Primus, Zerthimon, and any other creature which seeks to balance universal law.

Expanded Spell List

The Order Incarnate lets you choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.

Order Incarnate Expanded Spells
Spell Level Spells
1st sanctuary, shield
2nd mirror image, spiritual weapon
3rd blink, spirit guardians
4th arcane eye, Otiluke's resilient sphere
5th destructive wave, wall of force

Reorder

Starting at 1st level, you can use an action to cause each creature within 15 feet of you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are under the effects of command until the end of your turn. Once you use this feature, you can’t use it again until you take a short or long rest.

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Mantle

Starting at 6th level, you can temporarily ensure safety. When being targeted by a creature for any reason (an attack, spell, etc.), you can use your reaction to create a 5-foot cube of force originating from you. This cube grants you full cover and removes you from another creature’s line of sight. The cube has an Armor Class equal to your warlock level + your Charisma modifier and hit points equal to twice your Charisma score. If a creature attacks you while you are inside the cube, they roll to attack and damage the cube instead. If the cube is reduced to 0 hit points, you take any residual damage and you become stunned until the beginning of your next turn. The cube lasts until the beginning of the triggering creature’s next turn or whenever you choose to dismiss it (your choice).

Once you use this feature, you can’t use it again until you take a short or long rest.

Distill Imperfection

Beginning at 10th level, you can choose one condition type. You gain immunity to this condition. When you gain a level in in this class, you can change your condition immunity.

Perish, Flawed One

At 14th level, you gain the ability to forever entrap those who do not bow to your might. As an action, you can force any creature within 120 feet of you which you can see to make a Constitution saving throw against your warlock spell save DC. A creature that fails its save becomes petrified. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Once you use this feature, you can’t use it again until you take a long rest.

Arcane Tradition

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

School of Tactics

Most of your allotted time of study was balanced between studying magic and learning battlefield strategy. Often referred to as strategists or tacticians, students of the School of Tactics display unparalleled combat awareness and keen decision-making during both the planning phases prior to battle and during a moment’s notice on the field. Unlike the charming inspiration derived from bards, members of the School of Tactics manage to imbue their words with minor arcane enchantments, which are referred to as Rallies. They hone in on a specific field of a soldier’s profile and allow them to excel beyond their normal expectations. Greatly sought out for, a member of the School of Tactics will make sure that they will not fall before they see their side claim victory.

Strategic Callout

Starting when you choose this archetype at 2nd level, vehement study over battle strategies has granted you acumen on the field of battle, allowing you to easily steer your group to victory. You have the ability to rally your allies, which grants them certain abilities in battle. These rallies are powered by special dice known as spur dice.

Rallies. You learn two rallies of your choice, which are detailed under “Rallies” below. You can use an action to give one creature of your choice other than yourself within 60 feet of you who can hear you a spur die, which can be used for one rally of your choice. You learn one extra rally of your choice at 6th level, 10th, and 14th level.

Spur Dice. You have a number of spur dice equal to your Intelligence modifier (minimum 1), which are d4s. A creature has this spur die for 1 minute. For that minute, the creature can expend that spur die a number of times equal to your Intelligence modifier (minimum once), unless stated otherwise in the description of the rally. A creature can only have one spur die at a time. You regain all of your expended spur dice when you finish a long rest.

Tipping the Scales

At 2nd level, the success of one strategy brings you closer to victory. When a creature who currently is in possession of a spur die you gave them successfully reduces an creature to 0 hit points, one of your expended rally dice is restored. An ally can only restore a rally die once per long rest.

Tactical Advice

At 6th level, your assessments come as quick as the acts of your companions. Whenever an ally takes the Attack, Dash, or Disengage action, you can use your reaction to give them a spur die.

Solidarity

Starting at 10th level, your commands reflect that you and your allies need to stand strong to accomplish your goals. When you give a creature a rally die on your turn, all damage dealt to you and that creature is reduced by your Intelligence modifier. This reduction lasts until the beginning of your next turn.

Grandmaster

Beginning at 14th level, your path to victory becomes even more clear cut. Your spur dice become d6s. Additionally, you learn to adapt much quicker to your own circumstances. You can expend a spur die whenever one of the rallies you know would call for it. This rally only lasts for the turn you use it on.

Rallies

The rallies are presented in alphabetical order.

Attack. Whenever you make a damage roll, you may roll your spur die and add the total to the result.

Defense. At the start of your turn, roll your spur die and add the total to your Armor Class. This benefit lasts until the start of your next turn.

Heart. At the start of your turn, roll your spur die and multiply the result by 3. The final result becomes the amount of temporary hit points you have, unless you had a greater amount of temporary hit points prior. This die is then expended.

Instinct. Whenever you make an attack roll or a skill check, you may roll your spur die and add the result to the roll.

Luck. Whenever you miss an attack roll or fail an ability check or saving throw, you can use your reaction to reroll the ability check, attack roll, or saving throw, adding your spur die to the result. You must take the new result, and the spur die is expended.

Movement. At the start of your turn, roll your spur die. The result is multiplied by 5 and added to your speed until the beginning of your next turn.

Resistance. When are subject to an effect which forces you to make a saving throw, you may use your reaction to roll your spur die and add it to the result. This benefit lasts until the start of your next turn.

Speed. On your turn, roll your spur die and add the result to your initiative score. That becomes your new initiative score, and this spur die is expended. Once on your old initiative, you can take an extra action. That action can be used only to take the Dash, Disengage, Hide, or Use and Object action.

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Part 1 | Subclasses
11
Part 2 | Magic Items

Magic Items

Magic items are gleamed from the hoards of the conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.

Magic Items A-Z

Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties.

Armads

Weapon (greataxe), legendary (requires attunement )

Forged to destroy creatures with the ability to transform into dragons, Armads was wielded by a legendary hero who would eventually take refuge on a small island after the conflict war between humans and such creatures. Those that wield this axe are destined to die in battle. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Armads also has the following abilities and properties:

  • You can wield this weapon with one hand without any penalties.
  • When you roll a 1 or 2 on a damage die for an attack you make with Armads when using both hands, you can reroll the die. You can only do this once per attack.
  • You receive a +5 bonus to your Armor Class when you wield Armads in both hands.
  • When a creature hits you with an attack, you can use your reaction to make an attack against them, regardless of the distance. If the creature is not within melee attack distance, you can throw Armads at them without penalty. Armads magically returns to you regardless of if you hit or miss this attack. If you already possess an ability which lets you attack as a response to taking damage, you can make an additional attack with this ability.

Armorslayer

Weapon (any melee weapon), rare

Armorslayer weapons are not much different from other weapons appearance-wise though, when held, one can feel that the weapon is a bit heavier. These weapons are always twice as heavy as their non-armorslayer counterparts. An armorslayer weapon deals an additional 2d8 damage bludgeoning, piercing, or slashing damage depending on the weapon's damage type to a creature wearing heavy armor. This weapon ignores the benefits of adamantine armor. If the weapon has multiple damage types, you choose which damage type the additional damage dice deal.

Arms Scroll

Scroll, very rare

These coveted scrolls contain the knowledge of martial prowess. If you spend 36 hours over a period of 4 days or fewer studying the scroll's contents and practicing its guidelines, you gain proficiency in one weapon of your choice, or the ability to ignore one magic item of your choice's alignment, class, and race restrictions.

Aureola

Wondrous item, legendary (requires attunement by a spellcaster)

A tome crafted to assist in the defeat of terrible creatures who could transform into dragons.

You gain a +5 bonus to Charisma saving throws while in possession of this magic item. If you can attune to this item, you can use it as a spellbook and an arcane or divine focus.

In addition, you learn the following spells and can cast them once without expending a spell slot: daylight, flame strike, guiding bolt, moonbeam, and sunburst. Once you cast one of these spells in this manner, you cannot do so again for half the spell’s level amount of days (rounded down). When you cast a spell of 2rd level or higher on a creature with the dragon type with Aureola as your focus, you deal an extra 3d6 damage of the spell’s damage type. If the spell has multiple damage types, you choose which damage type is increased.

Balmung

Weapon (longsword), legendary (requires attunement by a fighter)

A weapon once wielded by the legendary crusader Od. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition, you gain the following properties while using this weapon:

  • The number you need to roll on a d20 to score a critical hit is reduced by 2 for attacks made with this weapon.
  • You gain a +10 bonus to initiative rolls.
  • Once per turn, you can gain a +5 bonus to the attack roll with this weapon. On a hit, you add +5 to the weapon’s damage.
  • As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. You can use this feature two times, and you regain all expended uses of it when you finish a long rest.

Baselard

Weapon (dagger), legendary (requires attunement by a rogue)

Perhaps the strongest dagger ever forged, Baselard was used in a battle to defeat a god and her servants. You gain a +3 bonus to attack and damage rolls made with this weapon. Baselard also has the following abilities and properties:

  • The weapon’s damage die is a d10 instead of a d4.
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • You can make an additional attack with this weapon as a bonus action. If this attack hits, you can add your sneak attack dice to the damage so long as the attack itself falls into the criteria for sneak attacks.
  • You can use your action to attempt a swift and lethal strike against an opponent. If you hit a creature that is not a construct, elemental, or undead with this weapon, you can force it to make a Constitution saving throw (save DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)). On a failed save, the creature takes piercing damage equal to its hit point maximum. Once a creature fails on its saving throw against this ability, you cannot use it again for 1d4 + 1 days.

Beastkiller

Weapon (any melee weapon), rare

A weapon greatly barbed around its head. A beastkiller weapon deals an additional 2d8 damage to a creature with the beast type.

Bifröst

Staff, legendary (requires attunement by a cleric)

While you hold this staff, you can cast revivify at will, without requiring material components.

Binding Blade

Weapon (longsword), legendary (requires attunement)

The most powerful weapon of Elibe. You gain a +4 bonus to attack and damage rolls made with this weapon. The Binding Blade also has the following properties and abilities:

  • While you wield this sword and nothing else, you gain a +5 bonus to your Armor class and +5 bonus to all saving throws.
  • The Binding Blade can also function as a ranged weapon, with a normal range of 20 feet and a long range of 60 feet. You can use your Strength modifier in place of your Dexterity modifier when making the attack roll. When you hit with the ranged attack, the target takes 1d10 + your Strength modifier fire damage.
  • If you hit a creature with the dragon type with the Binding Blade, you deal an extra 3d6 of the Binding Blade’s damage type.
  • As an action, you can use the Binding Blade to recover all lost hit points. Once you use this feature, you cannot use it again until next dawn.

Bright Bow

Weapon (longbow), very rare

You gain a +2 bonus to attack and damage rolls made with this magic weapon. If you are a spellcaster, you can use your spellcasting ability score modifier for attack and damage rolls in place of your Dexterity modifier. In addition, the bow's damage type is radiant instead of piercing.

Brynhildr

Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)

A spellbook which was forged to assist in the battles against the first dragons. If you can attune to this item, you can use it as a spellbook and an arcane focus. Brynhildr also grants the following benefits:

  • You gain resistance to all damage taken by spells and no longer take extra damage from critical hits.
  • When you hit a creature with a spell requiring an attack roll or a creature fails a saving throw against one of your spells, its speed is reduced by 10 feet until it takes a short or long rest.
  • When you target a creature that is damaged with a spell, you deal an additional 1d6 of one of the spell's damage types against that creature.
  • You learn the following spells and can cast each once without expending a spell slot: earth tremor, entangle, erupting earth, move earth. plant growth, and telekinesis. Once you cast one of these spells in this manner, you cannot do so again for half the spell’s level amount of days (rounded down).

Caladbolg

Weapon (longsword), legendary (requires attunement by a fighter)

A national treasure of Daein and the brother weapon of Lughnasadh and Tarvos. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, the number you need to roll on a d20 to score a critical hit is reduced by 4 for attacks made with this weapon. When around one or both of its brother weapons, its bonuses to attack and damage rolls become +3.

Carrot Axe

Weapon (battle axe), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you deal damage to a creature using this weapon, you regain 4 hit points.

Cymbeline

Wondrous item, legendary (requires attunement by a sorcerer or wizard)

Powerful magic inscribed in this tome is reserved for the royal family of Begnion. You gain a +5 bonus to Dexterity saving throws while in possession of this item. If you can attune to this item, you can use it as a spellbook and an arcane focus. When you cast a spell that deals fire damage from this tome, you gain a +3 bonus to the attack and damage rolls or the spell's save DC increases by 3. In addition, you learn the following spells and can cast them once without expending a spell slot: delayed fireball blast, fire shield, flame strike, protection from elements, and scorching ray. Once you cast one of these spells in this manner, you cannot do so again for half the spell’s level amount of days (rounded down).

Dracoshield

Shield, legendary (requires attunement)

A heater shield adorned with the scales of various dragons and imbued with extremely potent protective forces. While you wield this shield, you gain a +3 bonus to your Armor Class and reduce all damage you take by 10. In addition, this shield allows you to deaden the blows of even the strongest attacks. If a melee weapon attack made against you deals damage that is less than your Armor Class, you can use your reaction to reduce the damage of that attack to 0. As part of that same reaction, you can make a melee weapon attack against that creature with this shield. On a hit, the target takes damage equal to your Armor Class.

Earth Sword

Weapon (longsword) legendary (requires attunement)

A powerful sword once owned by a black knight which later fell into the hands of his sister. You gain a +2 bonus to attack and damage rolls with this magic weapon. All damage you deal with this weapon becomes the amount of hit points you recover after you deal damage with this weapon. The Earth Sword can also function as a ranged weapon, with a normal range of 20 feet and a long range of 60 feet. You can use your Strength modifier in place of your Dexterity modifier when making the attack roll. When you hit with the ranged attack, the target takes 1d18 + your Strength modifier necrotic damage.

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Part 2 | Magic Items

Eckesachs

Weapon (greatsword), legendary (requires attunement)

A Legendary Weapon of Elibe. This weapon normally takes the form of a scepter but, when battle calls, it mechanically shifts into a greatsword of immense size. You gain a +3 bonus to attack and damage rolls made with this weapon. Eckesachs also has the following abilities and properties:

  • Each creature of your choice within 60 feet of you that can see Eckesachs transform into a sword must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for 24 hours. Dragons are immune to this effect.
  • When you score a critical hit with this weapon, lightning sparks from the weapon and you may spin it slowly before landing a strike. You deal an additional 7 lightning damage on a critical hit.
  • You gain a +4 bonus to your Armor Class against ranged weapon and ranged spell attacks, as well as any spell saving throw you make when you wield this weapon and nothing else.
  • Eckesachs can also function as a ranged weapon, with a normal range of 20 feet and a long range of 60 feet. You can use your Strength modifier in place of your Dexterity modifier when making the attack roll. When you hit with the ranged attack, the target takes 1d18 + your Strength modifier lightning damage.

Enfeeble

Staff, very rare (requires attunement)

While you hold this staff, you can cast ray of enfeeblement at will (spell save DC 17). You do not need to maintain concentration on this spell, it will last for the duration or until the creature succeeds on a saving throw against the effects of the spell.

Falchion

Weapon (longsword), legendary (requires attunement)

Known as the "Blade of Light", Falchion was forged by the Divine Dragon Naga to protect civilization from rogue dragons. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Falchion also has the following abilities and properties.

  • You gain a +2 bonus to your Armor Class.
  • This weapon functions as a dragon slayer except it its effects apply to all creatures of the dragon type.
  • As an action on your turn, you can use Falchion to regain 20 hit points. You can use this ability five times before you must wait until next dawn to use it again.
  • When you are below half of your hit point maximum, you can use your bonus action on your turn to teleport up to 60 feet adjacent to an ally.

Filla’s Might

Ring, very rare (requires attunement by a bard)

While you wear this ring, you gain resistance to fire damage. In addition, whenever a creature expends an inspiration die that you gave them, their Strength score increases by the number rolled. This effect lasts for a number of rounds equal to your Charisma modifier (minimum 1). Once a creature has gained the benefit of this item, it cannot do so again until both you and that creature take a long rest.

Fujin Yumi

Weapon (longbow), legendary (requires attunement by a fighter or ranger)

One of the weapons which was forged to assist in the battles against the first dragons. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Fujin Yumi also has the following abilities and properties:

  • You do not need ammunition to use this weapon. When you make an attack with this weapon without using ammunition, you deal force damage instead of piercing damage.
  • This weapon also functions as gloves of climbing and swimming, a ring of free action, and a ring of water walking.
  • When you are at less than half of your hit point maximum, the number you need to roll on a d20 to score a critical hit is reduced by 1 for attacks made with this weapon. Also, the damage of your attacks increases by 1d4 and all damage you receive is reduced by 1.
  • As a bonus action on your turn, you can take the Disengage action.

Gradivus

Weapon (lance), legendary (requires attunement)

One of the regalia of Archanea which was wielded by an honorable knight to the bitter end. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Gradivus also has the following abilities and properties:

  • You ignore the Special property of lances while wielding this weapon.
  • As an action on your turn, you can use Gradivus to regain 30 hit points. You can use this ability four times before you must wait until next dawn to use it again.
  • Gradivus can also function as a ranged weapon, with a normal range of 20 feet and a long range of 60 feet. You can use your Strength modifier in place of your Dexterity modifier when making the attack roll. When you hit with the ranged attack, the target takes the weapon’s normal damage. The weapon magically returns to you after you attack with it.
  • While riding a mount when using this weapon, your mount has resistance to all damage.

Hauteclere

Weapon (greataxe), legendary (requires attunement) A weapon whose strength is on par with many legendary weapons of its nation. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Hauteclere also has the following abilities and properties:

  • The number you need to roll on a d20 to score a critical hit is reduced by 2 for attacks made with this weapon.
  • When you score a critical hit with Hauteclere, you deal an additional 10 damage.
  • At the start of each of your turns while wielding Hauteclere, you regain 5 hit points.

Healing Salve

Potion, rare

This amorous concoction was first brewed by a legendary bard. This potion functions as a potion of healing, but it affects all allies within 10 feet.

Horse Scroll

Scroll, very rare (requires attunement by an arcane spellcaster)

A scroll which conjures a small horse spirit when held by an arcane spellcaster. This scroll can be used to cast teleport and, when you cast teleport using this scroll, there is no chance of error. Once the scroll used to cast this spell, it is destroyed. If you attune to this scroll, you can use it as an arcane focus. While using it as an arcane focus, you gain the benefits of a ring of protection and a +3 bonus to initiative rolls.

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Part 2 | Magic Items

Hunter’s Bow

Weapon (longbow), rare

If you deal damage to a creature with the beast type using this magic longbow, that creature takes double the damage rolled.

Kia Staff

Staff, uncommon

This staff has 5 charges. While holding it, you can use an action to expend 1 charge to remove the petrified condition from a creature. When you expend the last use of this staff, it is destroyed.

Levin Sword

Sword (any), rare

A sword whose blade takes the form of a lightning bolt. If you are a spellcaster, you can use your spellcasting ability score in place of your Strength or Dexterity scores for determining attack and damage rolls. In addition to this magic sword’s normal damage, you deal an additional 1d6 lightning damage on a hit. You can also make ranged attacks with this weapon, which conjure orbs of electricity where your opponents stand. The levin sword has a normal range of 20 feet and a long range of 60 feet. On a hit, you deal 2d6 lightning damage.

Lightning Charm

Wondrous item, rare

As an action, you can destroy this charm, causing sparks to jump out at any hostile creature of your choice that you can see within 60 feet. Each creature takes 15 lightning damage.

Lughnasadh

Weapon (longbow), legendary (requires attunement)

A national treasure of Daein and the brother weapon of Caladbolg and Tarvos. You gain a +3 bonus to attack and damage rolls made with this weapon. Additionally, you gain a +5 bonus to initiative rolls and deal an additional 3d8 damage to creatures with a flying speed. When around one or both of its brother weapons, its bonuses to attack and damage rolls become +5.

Mage Ring

Ring, very rare (requires attunement by a sorcerer)

While attuned to this ring, you gain the Distant Spell Metamagic option. If you already have this option, choose one which you do not have. Using the Distant Spell Metamagic option no longer requires the expenditure of sorcery points, and you can use Distant Spell even if you have already used a different Metamagic option during the casting of the spell. Lastly, at the start of your turns, you regain 5 hit points if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Maltet

Weapon (lance), legendary (requires attunement)

A lance forged to assist in the defeat of terrible creatures who could transform into dragons. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Once per turn, you can gain a +5 bonus to the attack roll with this weapon. On a hit, you add +5 to the weapon’s damage. Additionally, if you hit a creature with the dragon type with Maltet, you deal an extra 3d6 of Maltet’s damage type.

Naglfar

Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)

This tome was once used by a once beloved prince whose fall was caused by dark desires. If you can attune to this item, you can use it as a spellbook and an arcane focus. Whenever you cast a spell that deals damage from this tome, the spell deals an additional 2d8 necrotic damage. If a creature has failed a saving throw imposed by a spell you have cast, they do not add their ability score modifier to either the attack or damage roll of attacks made against you and they must subtract 1d4 from any damage dealt to you. Lastly, you may choose any spell belonging to the necromancy school. You may cast this spell once so long as you are a high enough level to cast the spell without the use of a spell slot or material components. Once you use this ability, you cannot use it again until the next dawn.

Nini's Grace

Ring, very rare (requires attunement by a bard)

While you are attuned to this ring, you gain a +2 bonus to your Armor Class. Additionally, whenever a creature expends an inspiration die that you gave them, they can subtract the number rolled from all damage they take. This effect lasts for a number of rounds equal to your Charisma modifier (minimum 1). Once a creature has gained the benefit of this item, it cannot do so again until both you and that creature take a long rest.

Olivi Grass

Potion, rare

When you drink this potion, the duration of any effect which could be used to manipulate your physical appearance, such as a druid’s wild shape or the alter self spell, is doubled.

Peshkatz

Weapon (dagger), very rare (requires attunement by a rogue)

A strong dagger birthed to be the blade of a powerful assassin. You gain a +2 bonus to attack and damage rolls made with this weapon. Peshkatz also has the following abilities and properties:

  • The weapon’s damage die is a d8 instead of a d4.
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Whenever you hit a weapon attack against a creature, it takes a cumulative -1 to its Armor Class. If the creature is wearing armor, this effect is permanent. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Otherwise the affected creature’s AC returns to normal when it takes a short or long rest.

Pursuit Ring

Ring, very rare (requires attunement by a barbarian, fighter, paladin, or ranger)

While you are attuned to this ring, you can make an additional attack when you take the Attack action on your turn. In addition, creatures always provoke attacks of opportunity from you, even if they take the Disengage action or have abilities which allow them to not provoke attacks of opportunity. Your opportunity attacks deal an additional damage die.

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Part 2 | Magic Items

Ragnell

Weapon (longsword), legendary (requires attunement)

A legendary blade blessed by the slumbering god Ashera and the sister blade of Alondite. The blessings of said god rednder this blade unbreakable. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Ragnell also has the following abilities and properties:

  • While wielding Ragnell, all critical hits scored against you become normal hits.
  • You gain a +5 bonus to your Armor Class when wielding Ragnell with both hands.
  • You ignore a creature's resistance and immunity to slashing damage when you deal damage with this weapon.
  • Ragnell can also function as a ranged weapon, with a normal range of 20 feet and a long range of 60 feet. You can use your Strength modifier in place of your Dexterity modifier when making the attack roll. When you hit with the ranged attack, the target takes 1d10 + your Strength modifier slashing damage.
  • Aether. Twice per long rest, when you take the Attack action on your turn, you can make a special attack with Ragnell. This attack is an automatic critical hit, and you regain hit points equal to the damage dealt.
Running Alondite

Alondite and Ragnell are very similar in nature so, if you wish to use Alondite in your campaign, use the statistics for Ragnell, but replace "Aether" with the following ability:

Eclipse. Twice per long rest, when you take the Attack action on your turn, you can make a special attack with Alondite. This attack is an automatic critical hit, and you triple the damage dice instead of doubling them.

Raijinto

Weapon (longsword), legendary (requires attunement by a creature with a lawful alignment)

One of the weapons which was forged to assist in the battles against the first dragons. You gain a +3 bonus to attack and damage rolls made with this weapon. Siegfried also has the following abilities and benefits:

  • Your Strength increases by 2.
  • You gain a +5 bonus to initiative rolls.
  • When you roll a 1 or 2 on a damage die for an attack you make with Raijinto using both hands, you can reroll the die. You can only do this once per attack.
  • Raijinto can also function as a ranged weapon, with a normal range of 20 feet and a long range of 60 feet. You can use your Strength modifier in place of your Dexterity modifier when making the attack roll. When you hit with the ranged attack, the target takes 1d8 + your Strength modifier lightning damage.
  • As a bonus action on your turn, you can make one additional attack with Raijinto.
  • If an hostile creature you attack has a lower initiative than you, their attacks deal 2 less damage to you and your attacks deal an additional 2 damage to them.
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Part 2 | Magic Items

Reginlief

Weapon (lance), very rare (requires attunement)

A lance once wielded by an overconfident lord. You gain a +3 bonus to attack and damage rolls made with this weapon. Additionally, it functions as an armorslayer and a beastkiller.

Rainbow Tonic

Potion, rare

After drinking this potion, all of your ability scores increase by 2 for 10 minutes.

Saint's Staff

Staff, legendary (requires attunement by a cleric)

A staff forged to aid heroes in dire times. When you activate this staff, all allies within one mile are brought to their hit point maximum if they were lower and have all conditions removed. Once you use this staff, you must wait 1d6+1 days to use it again.

Set's Litany

Ring, very rare (requires attunement by a bard)

While you wear this ring, you gain a +2 bonus to all saving throws. In addition, whenever a creature expends an inspiration die that you gave them, if they are subjected to an effect which allows them to make a saving throw to take only half damage, they take half damage on a failed save and no damage on a successful one. This effect lasts for a number of rounds equal to your Charisma modifier (minimum 1). Once a creature has gained the benefit of this item, it cannot do so again until both you and that creature take a long rest.

Siegfried

Weapon (longsword), legendary (requires attunement by a creature with a lawful alignment)

One of the weapons which was forged to assist in the battles against the first dragons. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Siegfried also has the following abilities and benefits:

  • You receive a +2 bonus to your Armor Class.
  • When you are wielding Siegfried in one hand and no other weapons, you gain a +2 bonus to damage rolls.
  • Siegfried can also function as a ranged weapon, with a normal range of 20 feet and a long range of 60 feet. You can use your Strength modifier in place of your Dexterity modifier when making the attack roll. When you hit with the ranged attack, the target takes 1d8 + your Strength modifier force damage.
  • As a bonus action on your turn, you can take the Ready action. You have advantage on all attack rolls that play off of your trigger, and these attacks deal an additional die of damage.
  • If an hostile creature you attack has a higher initiative than you or has acted before you, their attacks deal 2 less damage to you and your attacks deal an additional 2 damage to them.

Sieglinde

Weapon (rapier), legendary (requires attunement by a fighter)

Also dubbed the Thunder Sword, Sieglinde is one of the Sacred Twins of Renais, sister blade of Siegmund. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Sieglinde also has the following abilities and benefits:

  • Your Strength score increases by 2.
  • When you hit an attack with Sieglinde, you can choose move 5 feet back as part of the attack. You can choose to drag the creature you hit that distance as well. This ability does not use your movement nor does it provoke opportunity attacks.
  • Once per turn, if you use Sieglinde to hit a creature of the fiend, monstrosity, or undead type, you can force that creature to make a DC 18 Constitution saving throw. On a failed save, the creature takes 3d10 piercing damage in addition to the weapon’s normal damage. On a successful save, the creature takes half that damage.
  • When a friendly creature starts its turn within 5 feet of you, it gains a d8 which it can add to ability checks, attack rolls, damage rolls, or saving throws. The creature has this d8 for 1 minute. Once it has gained this d8, it cannot get it again until the next encounter.
  • When within 30 feet of an ally wielding Siegmund, Sieglinde’s bonuses to attack and damage rolls become +5.

Siegmund

Weapon (lance), legendary (requires attunement by a fighter) Also dubbed the Flame Lance, Siegmund is one of the Sacred Twins of Renais, brother lance of Sieglinde. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Siegmund also has the following abilities and benefits:

  • Your Strength score increases by 2.
  • You ignore the Special property of lances while wielding this weapon.
  • Once per turn, if you use Siegmund to hit a creature of the fiend, monstrosity, or undead type, you can force that creature to make a DC 18 Constitution saving throw. On a failed save, the creature takes 3d10 piercing damage in addition to the weapon’s normal damage.
  • While you are not below half of your hit point maximum, you can attack an additional time when you take the Attack action.
  • When within 30 feet of an ally wielding Sieglinde, Siegmund’s bonuses to attack and damage rolls become +5.

Sol Katti

Weapon (scimitar), legendary (requires attunement by a fighter)

While not being one of the weapons forged to surmount the dragons like Armads and its brethren, this weapon still holds tremendous power. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Sol Katti also has the following abilities and benefits:

  • The damage die for this weapon is a d8 instead of a d6. However, it does not have the light property.
  • You gain a +5 bonus to all saving throws made against magic.
  • The number you need to roll on a d20 to score a critical hit is reduced by 2 for attacks made with this weapon.
  • This weapon functions as a dragon slayer, except its effects apply to all creatures of the dragon type.
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Part 2 | Magic Items

Tarvos

Weapon (greataxe), legendary (requires attunement)

A national treasure of Daein and the brother weapon of Caladbolg and Lughnasadh. You gain a +3 bonus to attack and damage rolls made with this weapon. Additionally, your Armor Class increases by 4 and you gain resistance to all damage. When around one or both of its brother weapons, its bonuses to attack and damage rolls become +5.

Thani

Wondrous item, legendary (requires attunement by a spellcaster)

This tome is infused with magic which aids the caster against melee combatants. You gain a +2 bonus to all saving throws while in possession of this item. If you can attune to this item, you can use it as a spellbook and an arcane or divine focus. In addition, you learn the following spells and can cast them once without expending a spell slot: dawn, guiding bolt, mass healing word, life transference, and sunburst. Once you cast one of these spells in this manner, you cannot do so again until next dawn. When you cast a spell of 2rd level or higher on a creature with the beast or construct type, a mounted combatant, or a creature donning metal armor with Thani as your focus, you deal an extra 3d6 damage of the spell’s damage type. If the spell has multiple damage types, you choose which damage type is increased.

Thor's Ire

Ring, very rare (requires attunement by a bard)

While you wear this ring, you gain resistance to lightning and thunder damage. In addition, whenever a creature expends an inspiration die that you gave them, the number they need to roll on a d20 to score a critical hit is reduced by 2. This effect lasts for a number of rounds equal to your Charisma modifier (minimum 1). Once a creature has gained the benefit of this item, it cannot do so again until both you and that creature take a long rest.

Tyrfing

Weapon (longsword), legendary (requires attunement by a fighter or paladin)

A divine blade once wielded by the Crusader of Light. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Tyrfing also has the following abilities and benefits:

  • You gain a +3 bonus to all saving throws made against magic.
  • Your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • You reduce all damage done by magic by 10.
  • When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • You are immune to effects that would immediately kill you (divine word, power word: kill, etc).

Valflame

Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)

A tome bestowed to the Fjalar family. The power it provides spellcasters is immense. Valflame grants its user the following abilities:

  • While attuned to this tome, you can use it as your spellbook and arcane focus.
  • Your Armor Class increases by 5 and you gain a +5 bonus to all saving throws.
  • When you cast a spell, you can choose to either increase the spell’s save DC by 5 or increase the damage it does by 15. When you use this property, you take 6 necrotic damage, which ignores resistances and immunities.
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Part 2 | Magic Items

Weapon, Brave

Weapon (any) very rare

Brave weapons are magical weapons forged to grant their wielder a significant advantage in combat due to the weapon’s innate speed. A brave weapon allows its wielder to make twice the amount of attacks they normally would. For example, a paladin with the Extra Attack feature using a brave weapon would be able to attack four times instead of two. In turn, the damage die of a brave weapon is one step below its normal counterpart, to a minimum of 1d4. Additionally, the wielder’s Armor Class decreases by 5, takes an extra 5 damage whenever they take damage, and has a -5 penalty on all saving throws. The additional damage ignores damage resistances and immunities.

Weapon, Devil

Weapon (any), very rare

A devil weapon typically appears as some sort cross between a weapon and a heinus mockery of human anatomy. You gain a +3 bonus to damage rolls made with this weapon. When you make an attack with this magical weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Cursed. If you take the -5 penalty and miss the attack, you take damage as if you had hit yourself with that weapon attack.

Weapon, Killer

Weapon (any), rare

Killer weapons are sleeker versions of their normal counterparts. They have a somewhat dark red color scheme with a unique, intimidating form (extremely sharp, curved blades, devil-horn like spikes protruding from the hilt/end), and almost seem to be completely doused in blood. While wielding a killer weapon, the number you need to roll on a d20 to score a critical hit is reduced by 1 for attacks made with that weapon.

Weapon, Wingclipper

Weapon (any), rare

Weapons of the wingclipper variety tend to be decorated with some sort of wing pattern. You deal an additional 2d8 bludgeoning, piercing or slashing damage depending on the weapon against creatures with a flying speed.

Weapon, Venin

Weapon (any melee weapon), rare

A weapon that secretes venom when it strikes a foe. When you hit a creature with this weapon, they take an additional 1d8 poison damage. Once per turn, you can forcea creature you hit with this weapon to make a DC 13 Constitution saving throw. On a failed save, they become poisoned until the beginning of your next turn.

Yewfelle

Weapon (longbow), legendary (requires attunement)

A powerful bow blessed by an unidentified divine dragon and wielded by a legendary crusader. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Yewfelle also has the following abilities and properties:

  • You gain a +10 bonus to initiative rolls.
  • You gain the benefits of the “Sharpshooter” feat, as described in chapter 6 of the Player’s Handbook. If you already had this feat, it improves in the following ways:
    • Your ranged weapon attacks ignore all cover.
    • Before you make an attack with a ranged weapon that you are proficient in, you can choose to take a -10 penalty to the attack roll. If the attack hits, you add +25 to the attack’s damage.
  • You regain 5 hit points at the start of your turn. If you take necrotic damage, this property does not function until you take a short or long rest.
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Part 2 | Magic Items

Changelog

7/10/18

Uploaded to GMBinder.

10/21/18

Spent way too long adding the cover page.

 

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