Homebrew Magic Items By Rarity
Magic Items are presented in alphabetical order within each rarity bracket. A magic item's description gives the item's name, its category, its rarity, and its magical properties.
On this document readers will find completely original items, homebrew items inspired by artwork, overly complex and completely broken Critical Role style awakened weapons, a surprising lack of Uncommon items, items made years ago that aren't "up to snuff", items made yesterday, items made by other creators that caught my interest (all of these are sourced in their various sections and are open to the public), and items heavily inspired by other creator's items while not being identical.
Common
Archmage Clippents Magical Machine of Word and Phrase Finding
This item appears to be a shallow rectangular box with an odd magnifying glass attached to a double jointed stand. When a book is placed within the shallow box and a certain word is spoken in the following context, "Oh great magical machine, find for me the word (or phrase) 'XXXXXXXX' " at which point, the book opens to the first page and the magnifying glass begins scouring the page for that word or phrase. The book automatically turns the page if no matching word or phrase are found and "reads" pages at 1 page per minute. Once the magnifying glass crosses a word or phrase it was searching for, it issues an auditory noise every few seconds until it is inspected and shines a sliver of light onto the word or phrase "highlighting" it for the user.
Book of Rememberance
This book has been enchanted by a master illusionist. A memory can be stored on a page in this book, directly from a creatures mind. When the book is opened to a page that contains a memory, the memory plays as a looping video without sound (literally a .gif book).
Chilling Orb
This small sphere, about 2 inches in diameter, appears to be a simple sphere of occluded ice. Yet, the Orb of Cold never melts. Upon placing it within an average sized drink, the beverage will be lowered to a crisp and refreshing chilly temperature in a matter of minutes. The Orb can cool up to a barrel of liquid to the perfect drinking temperature in just under an hour. These minor magical items are highly sought after by bar and tavern keepers for obvious reasons.
Circus Charm
This small, green, magical bead can easily fit in your pocket. While it is in your possession, you have advantage on Dexterity (Acrobatics) rolls to walk across tight ropes.
Coin of Candella
A simple coin bearing the visage of a lit candle on one side and a hooded candle on the other. When the coin is turned with the lit candle side up, it produces light as by the "Light" cantrip.
Needle of Mending
This enchanted needle and thread can quickly mend any tear, hole, or run in any garment. Or any tear or hole in a person. Assuming they can stay still long enough for the needle to function.
Ointment of Dwarf
This thick yellowish liquid, when smeared on a part of the body will cause hair to sprout over night. Ointment applied to the face will produce a thick full beard. The ointment will affect other parts of the body such as, but not limited to; the head, the arms, the legs, the fingers, the small of someones back, the mouth, the ear lobe, and the tip of someones nose.
Poppers
These small bags, about the size of a dime, contain magical components that are enchanted by a particularly mischievous mage. Each set of Poppers are found in bags of 4d4+4. As an action, a player can throw up to 4 of the "bags" at a target location within 20 ft. Whenever the bag strikes something (Wall, floor, chair, dog) the bag disintegrates and releases the contained Minor Illusion, which are completely random, the illusion being anything from the sound of a gentle breeze, to the image of a roaring lion (albeit, fitting in a 5 ft square), to the shrieking of a banshee singing Wrecking Ball.
Recoil Dice
These simple looking dice were enchanted by a cleric of... less than honorable intentions. Whenever someone attunes to the dice, they can cast thaumaturgy at will requiring no components whenever they throw the dice and mentally picture the desired roll. The dice have advantage (or automatically succeed depending on DM) on any gambling check made by someone attuned to them.
Spoon of Containing
This delicate piece of silverware is enchanted to never let a drop of food/liquid fall from its surface into anything except the holders mouth. For after all, what self respecting archmage would dare risk ruining his silk tunic straight from the islands of Morsen and their legendary silk worms.
Whining Swine
This small statuette of a pig is made of clay. If you use an action to speak the command word and throw the statuette to a point on the ground within 60 feet of you, it becomes a portly living hog. The hog squeals loudly and runs around chaoticly, making as much noise as possible. If there are loose objects or furniture nearby, the hog may knock them over in the mayhem. Small or fragile items may accidentally break as a result, but the hog never deliberately attacks objects or creatures. If there is any mud or slop nearby, the hog will attempt to roll in it and splatter it as it runs amok.
The hog exists for 1 minute, after which it reverts to its statuette form. It has 2 hit points and avoids combat, even if cornered, and it reverts to a statuette early if it reaches 0 hit points. When the hog becomes a statuette again, its property can't be used again until 1 hour has passed.
Uncommon
Arc Glaive
Weapon (glaive), uncommon
The blade of this glaive crackles with potent electrical energy. It deals an additional 1d4 lightning damage on a hit.
Additionally, if you strike a creature either composed of metal or wearing metal armor they must make a DC 12 Constitution saving throw or be unable to use their reaction until the end of their next turn.
Glaive of Spores and Seeds
Weapon (glaive), uncommon
The haft of this glaive is composed of living elf-wood, causing it to sprout blossoms or fungi (wielders choice) at the crossguard.
Attacks with this weapon deal an additional 1d4 poison damage.
Additionally you know the Druid Craft and the Decompose cantrip.
Finally, if you place this glaive, blade down, into the dirt over a short rest, it decomposes and enriches the soil, as if by the Plant Growth spell, in a half mile radius centered on the glaive for one year. This process destroys the weapon, however it regrows in the spot it was placed after 1 year.
Searing Glaive
Weapon (glaive), uncommon
The blade of this glaive glows with a faint flickering light. While holding this glaive you gain 15 feet of darkvision if you do not already have darkvision.
Attacks with this glaive deal an additional 1d4 fire damage, and organic non-undead creatures killed with the glaive are cooked and readily consumable for 24 hours before spoiling.
Rare
All or Nothing
Weapon (Finesse Weapon), rare
This weapon functions as a +1 weapon.
When used by a rogue to deal sneak attack damage, rather than dealing Xd6 sneak attack damage, the damage is modified to 1d6 * X.
Amulet of The Martyr
Wondrous Item, rare (requires attunement)
Once per long rest, when an attack from an enemy would reduce an ally to 0 HP, a creature attuned to this item may make a Dexterity Saving Throw with a DC equal to the initiative count of the attacking creature. On a successful save, the creature attuned to this item may use their reaction to take the dash action and must move towards the target ally using the most direct path. If the creature attuned to the Amulet ends their turn within 5 ft of the ally, they intercept the attack and take double the damage and the ally takes none. Any opportunity attacks taken during the activation of this item are made at advantage.
Additionally, a creature attuned to this amulet can use their action to expend and roll a single hit die to heal a creature within 5 feet that is at 0 HP for the amount rolled plus the attuned creatures Constitution modifier.
Blade of the Broken King
Weapon (+1 longsword), rare (requires attunement)
This sword has an emerald dust filigreed dragon bone hilt and a blade of damascus burnished adanamatium, however the blade is broken, leaving only the first four inches of what was once a truly beautiful blade. This blade is the shattered remains of a legendary sword wielded by the Conqueror King in the Age of Expansion, now known as The Broken King after his decent into madness which shattered the unity of the realm. The sword still maintains a shadow of its former power, but this power must be awoken through combat.
The weapon is classified as +1 Longsword and initially deals 1d4 damage rather than 1d8/1d10. Each time the weapon deals damage to a creature a spectral shard of the sword returns and the weapon gains a charge, increasing the weapons damage by 1d4. The Blade of the Broken King can hold 5 charges, dealing 5d4 damage. The weapon looses 2 charges if a round of combat (6 seconds) passes without dealing damage to a creature.
Bleeding Bouquet
Magical Weapon (dart), rare (requires attunement)
Composed of a unique wood from the Bleeding Rose, whose dark wood stem turns into bright red roots, these darts seem to have been grown rather than crafted.
A Bleeding Bouquet typically consist of a collection of 6 darts.
A dart from the Bleeding Bouquet has a +1 bonus to attack and damage rolls.
When a creature that is not undead or a construct is struck with a Bleeding Bouquet dart, it roots itself into the creature, requiring an action to be removed. At the start of the creatures turn they take 1d4 necrotic damage as the dart siphons out some of the creatures blood or other biological fluids. As the dart siphons more and more from the creature the blossom on the pommel of the dart begins to bloom. Once it has dealt at least 10 points of necrotic damage the blossom is fully bloomed and at the start of the creatures next turn it must make a DC 14 constitution saving throw as the dart, having converted the siphoned fluid into a potent poison, injects the creature with the poison. Creatures who fail the saving throw take 5d4 poison damage or half as much damage on a success.
Once a dart from the Bleeding Bouquet has injected its poison in the target it wilts and becomes a typical +1 dart. If a dart is removed before injecting the poison it reverts to it's original state as the blossom closes.
Chaos Barbs
Weapon (darts), rare (requires attunement)
This small red-brown felt pouch contains 2d6+2 magical darts. You have a +1 bonus to attack rolls made with the darts. They each deal 1d4 piercing damage plus 1d6 bonus damage of a random type, determined after each hit by rolling a d10 as follows: fire (1), cold (2), lightning (3), acid (4), poison (5), thunder (6), force (7), necrotic (8), or psychic (9). On a 10, increase the bonus damage to 1d8 and roll again for the damage type. Each time a 10 is rolled increase the damage die up to a d12.
If you spend 1 action concentrating on the pouch, the pouch becomes attuned to your choice of these damage types for 1 minute. Any darts drawn from the pouch during this time deal 1d6 bonus damage of the attuned type instead of rolling for a random type.
A dart that remains outside of the pouch for longer than 10 minutes melts into a small, viscous, red-brown puddle and is destroyed. Anything put into the pouch other than the darts or your hand is violently ejected.
Hephaestus' Repeaters
Weapon (a pair of hand crossbows), Rare
These twin hand crossbows are magic weapons made of fine craftmanship, each inscribed with a name written in ancient dwarvish. The first is named Thalia and the second is named Euthenia. When you are two weapon fighting with both hand crossbows, you gain the following benefits:
- You can ignore the loading property of both weapons if you are proficient with them.
- When you make a duel wielding attack, you can add your ability modifier to damage rolls.
Immovable Quarterstaff
Weapon (quarterstaff), Rare
This metal quarterstaff is carved with intricate grooves along its length, which do not line up in the center of the staff, creating two distinct patterns on either side.
This quarterstaff functions as a +1 quarterstaff.
As an action a creature wielding the staff can twist both sides, causing the grooves to re-align, at which point the staff becomes an Immovable Rod.
Rose Whip
Weapon (Whip), rare (requires attunement)
This item appears to be a sculpture of a single rose in full bloom, seemingly masterfully crafter and colored from an unidentifiable metal that leaves the sculpture pliant yet indestructible.
As a bonus action the command word for the Rose Whip can be spoken and it will transform into a magical +1 barbed whip.
An individual that is attuned to the Rose Whip can cast the Druidcraft and Thorn Whip at will, and once per long rest the wielder can use their action to cast Barkskin.
Shard of Nature
Wondrous Item, rare (requires attunement)
This multihued shard of unidentifiable crystal seems to reflect a verdant forest rather than the expected surroundings, no matter it's physical location.
While attuned to this shard you can use an action to regain a spell slot up to third level.
Additionally this item seems to have some unknown resonance with creatures native to the Feywild. A creature attuned to this item who is native to the Feywild knows the location of the nearest portal to the Feywild, though how to activate the portal is not revealed.
Sharktooth Greatsword
Weapon (greatsword), rare
Vicious shark teeth like protrusions run the length of this blade, creating a vicious tearing instrument. This weapon is considered a +1 Greatsword and deals an additional 11 (2d10) slashing damage on a critical strike. Additionally, attacks made with this weapon while underwater are not made at disadvantage.
Swashbuckler's Pistol
Magic Item (Renaissance Pistol), Rare (requires attunement)
This pistol has multiple modifications, giving it an almost futuristic look.
This pistol counts as a +1 pistol for attack and damage rolls, and a creature attuned to this pistol can reload it as a bonus action or an action.
Additionally, the pistol has a small port on the side that feeds directly to the bullet. A vial of poison can be attached to this port as part of the reloading process, this vial then releases a portion of the poison to coat the bullet as part of the firing process. A vial will coat three bullets before it needs to be replaced.
The pistol can be can be found on page 268 of the DMG
Third Law
Magical Weapon(longsword), rare
This longsword hums with energy whenever a spellcaster touches it, as if it were attempting to draw power from them.
Whenever you cast a spell of at least 1st level Third Law gains a +1 bonus to attack and damage rolls for one minute.
Additionally, whenever you cast the Shield spell your next attack with Third Law deals an additional 1d4 force damage and an additional 1d4 damage for each attack that the Shield spell prevents from hitting you.
Tome of Cantrip Mastery
Wondrous Item, rare (requires attunement by a spell caster)
This tome functions similarly to how a wizards spell book funcitons, however this tome is used to record cantrips. A creature attuned to this tome can spend an hour of downtime and 10 gp to record a cantrip they know or have a spell scroll for within the tome.
Once per long rest a spell caster attuned to this tome can chose a number of cantrips equal to half their proficiency modifier (rounded down) and can add those cantrips to their list of available cantrips.
Cantrips from any class can be recorded within this tome, however an attuned spell caster can only cast cantrips that are part of their available spell list. The Magic Initiate feat or multiclassing can open up a second classes cantrips for use, but they still use that classes spell casting ability.
Tome of Creature Knowledge
Wondrous Item, rare (requires attunement)
This tome seems to be nothing more than a dusty collection of blank pages.
However, as an action a character can write either the name or description of a creature within the book and make a skill check based on the thematic of the creature (Nature for beasts/humanoids/etc., Arcana for dragons/abberations/etc., Religion for celestials/fiends/etc.) with a DC equal to 10 + one half the creatures CR (rounded down). On a success the character can have the book reveal one of the following; the creatures resistances, vulnerabilities, immunities, two individual ability scores, any class levels, or any "weaknesses" it may have.
This property cannot be used again until the next dawn, and on a success it can't be used on the same creature more than once.
Whip Scythe
Weapon (Whip), rare (requires attunement)
The head of this whip is fitted with a vicious looking hooked scythe that glows with a faint purple energy.
You have a range of 15 feet with this whip and have a +1 bonus to attack and damage rolls made with it. If you attack a creature that is 15 ft away from you the attack deals 1d8 slashing rather than the standard 1d4 slashing.
Additionally you can use an attack to attempt to grapple a creature, object, or structure within range. When you grapple a creature their movement is not reduced to zero but they cannot move further than 15 feet away from you and when you grapple a structure the whip and grapple point can support up to 300 lbs before slipping, so long as the physical structure can also support that weight.
Very Rare
A Rogues Treat
Wondrous Item (Potion), very rare
This flask contains a Potion of Greater Healing that has four charges.
You can drink from the flask as a bonus action and consume one charge. The flask magically restores one charge per day.
Bracers of The Weapon Master
Wondrous Item, very rare
These bracers are studded with 12 solid mithril studs spaced equally along each bracer.
The wearer of these bracers can store a weapon in each stud, at which point an engraving of the weapon appears on the surface of the stud.
The wearer can summon forth any weapon that has been stored in the bracer at will, including during an attack roll, allowing the wearer to switch quickly between different potential weapons.
These bracers can be found with 1d6 random weapons already contained within, and a 10% chance of one of those items being a basic +1 weapon.
Bow of Arash
Weapon (longbow), very rare (requires attunement)
The Bow of Arash is a +1 Longbow.
While you are attuned to this item, you no longer have disadvantage on your ranged weapon attack rolls when attacking at long range.
Additionally, before you make a ranged attack roll, you may use a bonus action to infuse the arrow with your life essence. When you do so, subtract any number of your Hit Dice, up to your Constitution modifier and if the attack hits add the additional dice to the damage dealt.
Companion's Bond
Wondrous Item, very rare (requires attunement by a Ranger: Beast Master or Drakewarden)
A matching set of bracers and a collar. When the bracers are worn by a Beast Master or Drakewarden and the collar is worn by the rangers companion, both receive the following magical enhancements:
- The companion's attacks are now considered magical for the purposes of overcoming resistance to mundane damage.
- The Animal Companion gains a +1 bonus to its attack and damage rolls.
- While within 10 feet of each other, the Ranger and the companion gain a +1 to their AC.
- Once per long rest, the Ranger can use their action to cast Enlarge targeting both the companion and the master.
Crimson Dagger
Weapon (Dagger), Very Rare (requires attunement)
The blade of this weapon seems to be composed of a clear unknown crystal, with the hilt seemingly wrapped in a sinewy textile of unknown origin.
This dagger has a +2 bonus to attack and damage rolls.
This dagger deals an additional 2d4 necrotic damage on a hit.
When you deal damage to a non-undead and non-construct creature with an attack made with this weapon it gains one charge for every 10 points of damage dealt. The dagger can hold up to 9 charges. As the weapon gains charges the clear blade fills with blood.
You can expend three charges to cast the Summon Undead spell, creating a Putrid undead composed entirely of blood that drains from the dagger. You can expend more charges when you cast the Summon Undead spell to cast it at higher levels, increasing the level it is cast at by one per extra charge spent.
Ebb and Flow
Magic Weapons (scimitars), very rare (requires attunement)
These matching scimitars are composed of a bright clear water, retrieved from the Frigid Expanse region of the Elemental Plane of Water, contained within an intricate gold framework.
Ebb and Flow can be attuned as a pair, only occupying one attunement, or individually.
Ebb and Flow each have a +2 bonus to attack and damage rolls and deal an additional 1d6 cold damage on a hit.
Creatures attuned to Ebb gain a +1 bonus to their AC when they dual wield Ebb and one other weapon.
Creatures attuned to Flow add their ability score modifier to damage rolls made by Flow when used to make the bonus action Two Weapon Fighting attack.
Creates attuned to both Ebb and Flow gain both of the individual abilities and additionally gain a swim speed equal to their moment speed, the ability to breath underwater, and attacks made with Ebb and Flow underwater are not made with disadvantage.
Eye's of the Investigator
Wondrous Item, very rare (requires attunement)
These frames are fitted with a series of three thin thin slots over each eye. Accompanying the glasses is a small, beautifully crafted wooden case that contains six sets of lenses; a set of clear lenses, a set of blue lenses, a set of red lenses, a set of black lenses, a set of purple lenses, and a set of yellow lenses. Each lens corresponds to a different effect and can be activated in any combination of up to three by placing the lenses into one of the three slots over each eye.
- Black lenses: These lenses grant the wearer the ability to cast the See Invisibility spell requiring no concentration, once per long rest.
- Blue lenses: These lenses allow the wearer to cast the Detect Magic spell requiring no concentration, once per long rest.
- Clear lenses: These lenses magnifies the wearers vision, granting them advantage on Intelligence (Investigation) checks that rely on sight when searching an area or studying an object within their reach.
- Purple lenses: These lenses grant the wearer the ability to, once per long rest, see through solid objects within a 30 ft range for 10 minutes. During these 10 minutes the wearer perceives objects as ghostly, translucent images.
- Red lenses: These lenses grant the wearer the ability to cast the Arcane Eye spell once per long rest.
- Yellow lenses: These lenses grant the wearer darkvision out to 60 ft. If the wearer already has darkvision, they extend their darkvision to 90 ft.
Favor of Khuzam
Magical Item (Longsword), Very Rare (requires attunement)
The hilt of this blade is crafted to replicate the two headed sea dragon Khuzam and carries with it the blessing of the great sea dragon.
This weapon is a +2 longsword. While attuned to this weapon, attacks made with it deal an additional 1d8 lightning damage.
Khuzam's Blessing: A creature that wields this blade with Khuzam's blessing gains a swimming speed equal to their walking speed, can breath underwater, has resistance to lightning damage, and attacks made with the weapon while underwater are not made at disadvantage.
Additionally, once per long rest the wielder of this weapon can summon a Blue Guard Drake. This guard drake has the following changes:
-
A swim speed instead of a burrow speed
-
Has two heads that allow it to make two bite attacks instead of one as part of its multi-attack action
-
Can use it's action to expel a 15 ft. cone of lightning requiring a DC 14 Dexterity saving throw, dealing 4d6 lightning damage, and recharging on a 6 on a d6 roll made at the start of their turn.
This guard drake rolls its own initiative and acts on its own. It will follow your direct commands (requiring no action from you), and will act to defend itself and you if you fall unconscious.
The guard drake disappears after one hour or when reduced to 0 HP.
Frigid Reaver
Magic Weapon (dagger), Very Rare (requires attunement)
The blade of this dagger is fashioned from the tooth of a white dragon and has been etched with arcane symbols and serrations on one edge.
This dagger has a +1 to attack and damage rolls.
This dagger deals an additional 1d6 cold damage on a hit.
Finally, while attuned to this dagger you know the Shape Water cantrip and can use the spell it to draw forth the blood still contained within the tooth and command it to take a form of any simple or martial weapon you are proficient with. When you create a weapon in this way it has the Finesse trait and if it has the Heavy trait it loses it. You use Constitution as the casting ability for Shape Water.
Ghostbound Blade
Weapon (greatsword), very rare (requires attunement)
This greatsword is partially incorporeal and numbs bare flesh that touches it.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon deals necrotic damage instead of slashing.
While attuned to this weapon you can use an action to cause it to float and then shift into the border ethereal, becoming nothing more than a whispy image. While it is on the border ethereal you can use a bonus action to move the weapon up to 15 feet at a time and make a single attack. When you do so the attack uses your Intelligence modifier for the attack and damage rolls and ignores armor and other non magical AC bonuses, treating a creatures AC as 10 + their Dexterity modifier. Attacks made with this weapon while it is in the border ethereal deal force damage instead of necrotic. The weapon falls back into the prime material plane if it is in the border ethereal and ever exceeds 30 feet from you.
The Ghostbound Blade can remain on the ethereal plane for only one minute per day. It regains the ability to return to the ethereal plane at dawn.
Gothic
Weapon (Longsword), Very Rare (requires attunement)
This sword was crafted by Count Rhazien Val Desmodon Sin Chordol, the master of one of the lesser Domains of Dread. Composed of the iron extracted from the blood of a thousand innocent slaves, this weapon was made to strike terror at a mere sight.
Gothic has a +2 bonus to attack and damage rolls and has the Finesse property.
Attacks with Gothic deal an additional 1d8 necrotic damage on a hit and you gain temporary hit points equal to the damage dealt by the necrotic damage.
While attuned to Gothic you can use an action to cast the following spells once per day, if the spell requires a saving throw the DC is 16.
- Charm Person
- Fear
- Gaseous Form
- Spider Climb
Hydra
Weapon (greatclub), very rare (requires attunement)
Composed of thick, knotted flesh this greatclub is truly a horror to behold, even before taking into account what appears to be faces carved into it's form.
This greatclub has a +2 modifier to attack and damage rolls.
A creature attuned to this club can use their action to cause the faces carved into the weapon to awaken and extend from the club on long sinuous necks. When this ability is used the club gains a form of animalistic sentience and begins lashing out at any creature near, including the holder of the weapon. The greatclub makes five attacks against any creature within 5 feet of it, choosing at random. This attack is made with a +8 modifier and deals 9 (1d8 + 4) piercing damage. A creature holding this weapon can use their action to direct the club and heads towards creatures of their choosing, when they do so, the heads make their attacks against any creatures of the holders choosing within range, again choosing the targets at random from those available.
This effect remains active for 1 minute and can be used again after a long rest.
Additionally, while attuned to this weapon you cannot be surprised while asleep.
Lantern of the Rat Lord
Wondrous Item, very rare (requires attunement)
This lantern seems to have a spectral entity bound within that manifests in the form of a rat. This lantern provides light like a normal lantern.
Once per long rest, a character attuned to the lantern can use their action to call forth a swarm of rats to their aid. The swarm follows the stat block within the Monster Manuel but its appearance may change based on location and environment. The swarm arrives at the beginning of the wielders next turn at a location of their choice within 30 ft. and obeys all commands given to it by the wielder of the lantern.
When a rat swarm is within 5 ft of the character that is attuned to the lantern and that character is subjected to an attack requiring an attack roll, the character can use their reaction to cause the rat swarm to briefly move into the characters space and intercept the blow, using a Rat Swarms AC and HP. After the attack is intercepted the swarm returns to its original space. The rat swarm lasts for 1 minute or until it's HP is reduced to 0.
The Lantern of the Rat Lord can also be used to ritual cast the spell; Find Familiar. When the Lantern is used in this way, the holder does not need to provide the material components and the familiar must manifest in the form of a rat.
Legacy of the Dragonborn
Wondrous Item (necklace/amulet), very rare (requires attunement by a Dragonborn)
When attuned to this amulet, a Dragonborn breath weapon becomes empowered.
- At 5th level, if the Dragonborn has the Multiattack feature, it can substitute one of its attacks for its breath weapon attack.
- At 9th level, the Dragonborn gains the ability to recharge its breath weapon. At the end of its turn, the Dragonborn can roll a d6, on a roll of 6 the Dragonborn regains its breath weapon.
- At 13th level, the Dragonborn breath weapon damage increases from d6's to d8's
Nature's Boon
Wondrous Item (necklace/amulet), very rare (requires attunement by a Druid)
While attuned to this amulet, the wearer gains a bonus to their AC whenever they Wild Shape into a beast. The bonus is equal to one half their proficiency modifier rounded down.
Ring of Mocap
Wondrous Item, very rare (requires attunement)
This ring is composed of three seperate bands; two emerald bands, and one glass band which contains a small amount of quicksilver that can be seen sloshing around within the glass band.
This ring stores the kinetic energy from the wielders arm during everyday motion (walking, running, swinging, etc), gaining 1 charge every day it is worn and attuned.
When the wearer makes an unarmed attack against a creature or object, they can choose to expend a number of charges up to its max to deal an additional 1d6 bludgeoning damage per charge. The charges must be expended to empower the attack before the attack is rolled. Optionally, the wielder can expend charges in increments of 2 to force a target hit by an unarmed melee attack to make a DC 15 Strength saving throw or be pushed back 5 feet per 2 charges expended.
Siege: Damage dealt to objects or structures by this ring is doubled.
This ring is found with 1d6 + 1 charges and can hold a maximum of 20 charges.
Ring of Quickening
Wondrous Item, very rare (requires attunement by a spellcaster)
Once per day this ring allows the wearer to cast a spell, up to spell level 2, with a casting time of Action as a Bonus Action.
Rupture
Weapon (Maul), very rare (requires attunement)
Rupture is a +1 maul that grants resistance to fire damage to a creature attuned to it.
As an action, a creature attuned to Rupture can slam the ground in front of it, causing a wave of destructive energy to issue forth in a 15 ft. cone. The area covered by this cone becomes difficult terrain as it is destroyed and upturned. Any creature within the 15 ft. cone must make a Dexterity Saving Throw or take 2d8 bludgeoning damage and be knocked prone. Creatures that succeed on the saving throw take half damage and are not knocked prone. This ability can be used once per long rest.
The DC is equal to 8 + Strength Modifier + Proficiency modifier.
Additionally, if Rupture or its wielder are subjected to fire damage, it gains a charge. Rupture can hold up to 5 charges, and it starts with 1d4+1 charge.
As an action the creature attuned to Rupture can expend a charge and make a single melee attack. This attack has a reach of 30 ft. and deals 2d8 + Strength Modifier fire damage. When the attack is made, a wave of fiery heat shoots forward as the attack.
Smoke Stick
Weapon (Club), very rare (requires attunement)
This club is constructed from a strong yet light metal alloy, the head of which glows a dull red and emits small tendrils of smoke from the ever smoldering coals contained within.
While attuned to this weapon it has the finesse property and has a +1 bonus to attack and damage rolls.
Additionally this weapon deals 1d4 fire damage on a hit.
Finally, once per day, while wielding this weapon you can use a bonus action to cause smoke to billow out from the head of the club for 1 minute creating a cloud of heavily obscuring smoke, a creature attuned to the Smoke Stick can see through the smoke as if it were light obscuration rather than heavy. The cloud fills an area 20 ft. in radius centered on the club and moves with the club. The cloud dissipates after one round whenever the effect ends. Wind in excess of 10 miles per hour will clear the smoke. You can use your bonus action to end this effect early.
Sword of Once and Future
Magical Weapon(Longsword), very rare (requires attunement by a spellcaster)
This beautiful blade seems to have one blade composed of solid shadow and one composed of solid ice.
This weapon has a +2 bonus to attack and damage rolls and deal an additional 1d8 cold or 1d8 necrotic damage as decided by the wielder.
Creatures attuned to this weapon have resistance to cold and necrotic damage.
Surveil. When you hit a creature with this weapon you can use your reaction to glimpse into the future to determine the path of fate. When you do so you must expend a spell slot, the spell slot level expended determines how far into the future you saw; for every level of a spell slot expended you can see one round into the future. This glimpse into the future grants you advantage on any attack roll, ability check, or saving throw related to the creature affected, and any attack roll, ability check, or saving throw they make in relation to you is done so at disadvantage until the end of the targets turn on the final round of the effect.
You can use this effect once per long rest.
The Weeping Blade
Weapon (Dagger), Very Rare (requires attunement)
This dagger magically reinforced blue cobalt is chill to the touch, perpetually condensating as it draws moisture from the air. When dropped in water this weapon floats to the surface, refusing to sink.
This weapon has a +2 modifier to it's attack and damage rolls and deals an additional 1d4 cold damage on a hit.
While attuned to this weapon you know the Shape Water cantrip and can cast it as a bonus action. You can use the Shape Water cantrip to draw forth the moisture out of this weapon and encase the dagger with it, transforming the dagger into a greatsword, longsword, scimitar, or shortsword. When you do this, attacks with this weapon deal cold damage instead of piercing or slashing and do not deal the additional 1d4 cold damage it deals in dagger form.
This weapon has 7 charges, and regenerates 1d6+1 charges at dawn. As an action you can expend a number of charges to cast one of the following spells: Create or Destroy Water (1 charge), Wall of Water (2 charges), Water Breathing (2 charges), Water Walk (3 charges), Control Water (4 charges), and Watery Sphere (4 charges).
Finally, this weapon functions as a Decanter of Endless Water.
Venom
Magic Weapon (scimitar), very rare (requires attunement)
This deeply curved weapon has been stained with the essence of hundreds of different poisons used to coat it over the years of it's use. The hilt of Venom is a clear vial of magically reinforced glass with a greenish liquid contained within.
Venom has a +2 modifier to attack and damage rolls.
Additionally, a creature attuned to Venom can speak a command word (requiring no action) to expend a charge and cause the poison contained within the hilt to coat the weapon. This coating last until a creature is hit with an attack by Venom.
Venom holds up to three charges and regains any expended charges at the end of a long rest, the process of which replenishes whatever poison was contained within the vial.
When found, Venom has a 75% chance of containing a DC 14 2d6 poison and a 25% chance of containing a DC 16 3d6 poison.
Over the course of a long rest the creature attuned to Venom can replace the poison contained within the hilt vial. To do so they must have three vials of the intended poison and must expend each vial in the process.
Whip Axe
Magic Item (whip), very rare (requires attunement)
This odd weapon appears to be entirely impractical, however in the right hands and right situation it can be a devastating weapon.
You have a +1 bonus to attack and damage rolls with this weapon.
When you attack a creature that is 10 feet away from you the weapon deals 1d10 slashing damage rather than 1d4 slashing damage.
Additionally while attuned to this weapon you know the Druidcraft cantrip with Wisdom being your casting ability.
Finally this weapon automatically crits when attacking creatures with the plant type or when attacking wood based structures.
Widow's Fang Tonfas
Weapon (Club), Very Rare (requires attunement)
These magical clubs are crafted in such a way as to capitalize on precision strikes or brute force, depending on the wielders whim. These clubs have the finesse property.
Additionally, these clubs have a +1 to attack and damage rolls and deal an additional 1d6 poison damage on a hit.
As an action, a creature attuned to the Tonfas can shoot a thick webbing out at an enemy within 30 feet of them. When you do so make a ranged attack roll, on a hit a creature is restrained by webbing for 1 minute. A restrained creature can use their action to attempt a DC 14 Strength check to break free. The webbing can be attacked and has 5 HP, 15 AC, immunity to poison, bludgeoning, psychic, and radiant damage and vulnerability to fire damage.
Finally, a creature attuned to these weapons can use their action or bonus action to shoot a single strand of webbing from the end of either Tonfa at an object or structure within 60 feet, this functions as a 60 ft. length of Silk Rope and attaches to the object or structure providing a secure anchor point.
Legendary
Cape of the Mazequin
Wondrous Item, Legendary (requires attunement)
Once per day, a creature that is attuned to this cloak can use their action to raise it's hood and activate the enchantment. For 1 hour creatures that would observe (sight, sound, smell) the wearer must succeed on a DC 18 Charisma Saving Throw or be charmed.
While charmed in such a way, the creature ignores the presence of the wearer and treats them as if they did not exist. Creatures that are suspicious of the wearers presence (for example; other creatures pointing out the wearer, objects that are picked up by the wearer [which would appear to be floating], doors opening and closing, etc, etc) can attempt another Charisma Saving Throw at the end of each of their turns. Creatures that succeed on the saving throw are immune to the Cape's effect for 24 hours.
Creatures that are targeted with a hostile action by the wearer (attack, spell, push, etc) make Charisma Saving Throw with advantage after the action is performed (all following Charisma saving throws by the creature for the Cape of the Mazequine are made at advantage as well)
Flux
Weapon (longbow), Legendary (requires attunement)
A longbow made from a cutting of the Elder Tree that sits at the junction of the four elemental planes, this weapon is as hard as adamantium and brimms with elemental energy.
A +2 longbow, Flux does not shoot actual arrows, instead it shoots arrows of pure energy that deal 1d8 + 1d4 elemental damage based on its affinity.
Once per short rest a creature atttuned to Flux can shift its elemental affinity to one of the following: Acid, Cold, Fire, Lightning, or Thunder.
Once per long rest, as an action, you can channel Flux's latent energy into a single devastating arrow.
Based on Flux's current elemental affinity, one of the following effects occurs.
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Devouring Acid: The target must succeed on a Dexterity Saving Throw (DC 16) taking 4d6 Acid damage on a failed save, or half as much on a success. If the target fails their saving throw, their AC is reduced by 2. Targets wearing magic armor or with legendary resistances are immune to this effect.
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Subzero: The target must make a Constitution saving throw (DC 16), taking 4d6 cold damage and become restrained as they begin to freeze solid on a failure, creatures that fail by 5 or more are instantly frozen. Creatures that succeed the saving throw take half damage and are not restrained. The restrained creature must repeat the saving throw at the end of its turn, becoming frozen on a failure or ending the effect on a success. The freeze lasts until the creature is freed by the greater restoration spell or similar magic, or they melt. Creatures resistant or immune to cold damage are immune to this effect.
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Explosive Blast: Chose a location within 150 ft. Creatures within 20 ft. of that location must succeed on Dexterity Saving Throw (DC 16), taking 8d6 fire damage on a failure, and half as much damage on a success.
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Shocking Bolt: You fire a bolt of pure lightning in a 100 ft. by 5 ft. line in a direction of your choice. Each creature in the line must make a Dexterity saving throw (DC 16). A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
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Destructive Thunder: Chose a location within 150 ft. Creatures within 10 ft. of that location must make a Strength saving throw (DC 16), taking 6d6 Thunder damage and being pushed 20 ft. away from the chosen location. Creatures that succeed on the saving throw take half damage and are not pushed. Creatures, objects, and structures made of inorganic material take double damage.
Once one of these effects has been used, Flux enters a drained state, losing its elemental bonus damage and dealing 1d8 piercing damage. Flux regains its elemental affinity traits after the next long rest.
Hate
Weapon (greataxe), Legendary (Requires attunement by a Paladin of Vengeance)
This wicked looking greataxe counts as a +3 Weapon.
When attuned by a Paladin of Vengeance the weapon gains charges whenever a creature is attacked consecutively with Hate. Any charges accumulated are lost if a round of combat ends without Hate hitting a creature or if any creature other than the one that had previously been hit is hit with an attack.
Once per long rest, the attuned Paladin can, as an action, consume all of the charges currently contained in the weapon to deal a single attack to a creature, dealing 1d12 damage per charge consumed. The charges must be consumed before the attack is declared.
Hate can hold a maximum of 5 charges.
Ring of the Archmagi
Wondrous Item, Legendary (requires attunement)
This simple silver band is adorned with several gemstones, each a different color corresponding to each of the schools of magic.
While attuned to this ring you gain the following benefits:
- Abjuration, White - You are perpetually under the effect of the Mage Armor spell. You can also cast the Shield and Absorb Elements at will.
- Conjuration, Blue - You cast the Misty Step spell at will.
- Divination, Yellow - You are perpetually under the effect of the Guidance and Resistance cantrips.
- Enchantment, Green - You have advantage on saving throws against effects that would charm or frighten you.
- Evocation, Red - When you cast an evocation spell or cantrip that deals damage, you add your spell casting ability modifier to the damage dealt.
- Illusion, Purple - When you cast an illusion spell, the duration of that spell is doubled and creatures have disadvantage on skill checks made to determine the illusion is fake.
- Necromancy, Black - You
- Transmutation, Orange - You can cast the Polymorph spell targeting yourself, at will.
Seed of The Pale Oak
Wondrous Item, Legendary (requires attunement)
You can use an action to attune to this seed by planting it in rich soil. The seed rapidly grows into a mature tree over the course of a week. Once planted, the tree cannot be moved and your attunement cannot be broken by distance. If you die while attuned to the seed, your soul returns to the tree, and at any time within a week of your death you may choose to be reincarnated as if the reincarnate spell had been cast on you.
Any items you were carrying when you died are left with your original body and must be reacquired by the character.
If the character ever commits an affront to nature and does not seek immediate repentance, the attunement is broken and the tree dies, releasing a single seed into the wind.
Sorcerer's Sand
Wondrous Item, legendary
This solid white sand is made from the crystallized bones of a powerful Sorcerer and is steeped in magic. This sand can be substituted for the material component of a spell with a required value of less than 1,000 GP.
Even if the material component is not normally consumed by the spell, a spell cast with Sorcerer's Sand consumes the Sand.
Using Sorcerer's Sand as a component increases the power of the spell as follows;
- Sorcerer's Sand can be used to increase the power of the spell by one spell level per ounce used.
- Multiple ounces of Sorcerer's Sand can be used to increase the Save DC or To-Hit of a spell. To increase the Save DC or To-Hit a number of ounces must be used equal to the desired increase times 2, for example; a +1 modifier will take 2 ounces, a +2 modifier will take 4 ounces, a +3 modifier will take 6 ounces, etc.
A bag of Sorcerer's Sand is usually found with 2d6 + 2 ounces.
Void
Magic Weapon (greatsword), legendary (requires attunement)
The blade of this weapon is not composed of any identifiable material, but rather seems to be a void in reality itself, offering a view into a dark and starry expanse.
Void has a +3 modifier to attack and damage rolls and deals force damage rather than slashing damage.
Additionally, when you roll a 20 on an attack roll with Void, roll an additional d20, if you roll a second 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Finally you can use your action to cast the Arms of Hadar, Hunger of Hadar, Dimension Door, Evard's Black Tentacles, and Plane Shift spells once each per long rest. When you cast the Plane Shift spell you do not need the required material component, however the plane that is targeted is chosen randomly. If a spell requires a saving throw it is a DC 17 save.
Artifact
Arm of Dawn
Weapon (glaive), Artifact (requires attunement)
Arm of Dawn has three states; dormant, awakened, and ascended. Arm of Dawn is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Arm of Dawn.
Arm of Dawn is a beautifully crafted glaive with a sunburst pattern crafted into the crossguard. Arm of Dawn is constructed of a mysterious metal harvested from a fallen star.
Dormant:
- Arm of Dawn is a +1 Glaive.
- Attacks made against structures and objects with Arm of Dawn critically strike.
- A creature attuned to Arm of Dawn can cast the Light and Dancing Lights cantrip at will as an action.
- While attuned to Arm of Dawn a creature can speak and read Celestial if it can speak or read at least one language.
Awakened:
- Arm of Dawn is a +2 Glaive.
- Once per long rest, when a creature attuned to Arm of Dawn is targeted by a spell of level 4 or lower, the creature can use its reaction to absorb the spell into Arm of Dawn. When this effect is performed, Arm of Dawn gains a number of charges equal to the spell level. Before making an attack, a creature attuned to Arm of Dawn can chose to expend a one or more charges to deal an additional 1d8 Radiant damage per charge expended.
Ascended:
- Arm of Dawn is a +3 Glaive.
- A creature attuned to Arm of Dawn can expend a number of charges to cast one of the following spells;
- Magic Missile (cast at the spell level equal to the number of charges cast up to spell level 5)
- Starfall (Snilloc's Snowball Swarm, dealing bludgeoning and radiant damage) - 2 charges
- Plane Shift (targeting only yourself, and only going to or from the Astral Plane) - 7 charges
- Faerie Fire - 1 charge
- Feather Fall - 1 charge
- Star Cast (Melf's Minute Meteors, dealing Radiant damage) - 3 charges
- Reverse Gravity - 9 charges
- If Arm of Dawn contains no charges, it gains 1d6+1 charges at dawn.
- When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 11 (2d10) slashing damage. Then roll another d20. If you roll a 20 you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limbs to sever, you lop off a portion of its body instead.
Bastion
Armor (shield), Artifact (requires attunement by a Paladin of Devotion)
Bastion has three states; dormant, awakened, and ascended. Bastion is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Bastion.
Dormant:
- Bastion is a +1 Shield.
- While a creature is attuned to Bastion, it knows the Protection fighting style if it doesn't already know it.
- When an ally within five feet of a creature attuned to Bastion is subjected to an Area of Effect spell, the creature attuned to Bastion can use their reaction to impose themselves in between the ally and the source of the AoE effect. When this is done the ally automatically succeeds the saving throw and takes no damage and the creature attuned to Bastion automatically fails the saving throw.
Awakened:
- Bastion becomes a +2 Shield.
- When a creature is attuned to Bastion, it's Paladin Channel Divinity: Turn The Unholy ability gains the ability to affect Fey creatures.
- When an ally is reduced to 0 HP, the creature attuned to Bastion can use its reaction to move up to twice its movement speed towards the fallen ally, taking the most direct path possible, avoiding environmental hazards if possible but not avoiding enemies.
- Unconscious allies within 10 ft. gain advantage on death saving throws and treat a 19 as a 20. This radius increases to 30 ft. when the creatures paladin aura increases.
Ascended:
- Bastion becomes a +3 Shield.
- When a creature is attuned to Bastion, it's Paladin Channel Divinity: Turn The Unholy ability gains the ability to affect Abberation creatures.
- When a creature is attuned to Bastion, it can chose to modify its Channel Divinity: Sacred Weapon to instead affect Bastion. When this is done, the creature gains a bonus to its AC equal to its Charisma Modifier, sheds bright light for 20 ft. and dim light for an additional 20 ft., and any ability checks or attack rolls made utilizing its shield (Shield Master bonus action shove, for example) gain a bonus equal to the creatures Charisma Modifier.
- Allies within 10 ft. of the creature attuned to Bastion can't fail death saving throws by rolling. This radius increases to 30 ft. when the creatures paladin aura increases.
Blink and Shift
Weapons (Daggers), Artifact (requires attunement, both daggers occupy only one attunement slot when attuned together)
Once wielded by a highly skilled assassin, these daggers have been enchanted to allow a combatant to dance around their opponents with ease, never staying in one location for more than a moment.
Each dagger has a bonus to its damage and attack roll modifier equal to one half the attuned creatures proficiency bonus (rounded down).
Blink - The double edged blade of this dagger seems to infrequently phase in and out of reality for brief moments.
Once per short rest, a creature attuned to this dagger can use their action to cast the Blink spell, requiring no components.
Shift - The single edged blade of this dagger does not cast a reflection as would be expected, instead it seems to reflect the environment as if it were being held in a location approximately 30 feet away in a random direction.
Once per turn, as part of the attack action, this dagger can be thrown at an object, structure, or creature within range; when the blade lands a creature attuned to it can chose to teleport to the dagger location, appearing with their hand on the hilt, or can teleport the dagger back to themselves, causing it to appear in their hand.
Blackfyre
Weapon (longsword), Artifact (requires attunement)
This beautiful blade, crafted from ancient valerian steel and enchanted with magics long forgotten, has a +3 to attack and damage rolls.
Blackfyre counts as a Dragon Slayer.
As a bonus action you can activate Blackfyre and engulf it in black flames. While this effect is active Blackfyre deals an additional 2d6 fire or necrotic (you choose which damage type when activating this effect) damage and creates bright purple light in a 20 ft. radius and dim purple light an additional 20 ft.
While attuned to Blackfyre you have resistance to fire and necrotic damage. Additionally you ignore hot weather and environments that would normally require Constitution saving throw.
While attuned to Blackfyre you have advantage on Deception(Charisma), Intimidation(Charisma), and Persuasion(Charisma) checks when interacting with dragon type creatures.
Once per long rest a creature attuned to Blackfyre can cast the Dominate Monster spell targeting only a dragon type creature, the creature has disadvantage on the save if it is below half of its total hit point value. The spell save DC for this spell is 18.
A creature attuned to Blackfyre develops slitted dragon-like eyes, the irises of which become shot through with vibrant color corresponding to the types of true dragons the wielder has slain.
While attuned to Blackfyre you can't be charmed or frightened.
While attuned to this item you must eat and drink six times the normal amount each day and you gain a form of long-term madness.
Rend. If you reduce a true dragon of at least CR 15 to 0 hit points with an attack from Blackfyre you can attempt to absorb the dragon's soul into the weapon. Attempt a Charisma check against the dragon contested by it's own Charisma check, if you succeed the dragon's soul is absorbed by this weapon and it gains an additional 1d6 damage to its activated state, you add the dragons breath weapon damage type as an additional option for the activated state, and you gain resistance to the dragon's breath weapon damage type. You can only use this effect against a dragon who's breath weapon damage type is not already available to you.
The Epitaph
Magical Weapon (Greatsword), artifact (requires attunement)
Hewn from stone harvested from the lands beyond the veil of life, where death itself walks freely, a land known only as The Shadowfell, The Epitaph can barely be called a sword; too big, too thick, too heavy, and too rough, it is more a large slab of stone.
Enriched with the energies that permeate the land of the dead, The Epitaph has manifested it's own form of connection to the very concept of death.
The Epitaph has a +3 modifier to it's attack and damage rolls and deals an additional 1d6 necrotic damage on a hit.
When a creature that has a soul (as determined by the DM) is killed with this weapon it is affected by the Soul Cage spell with a duration of "Until Dispelled" rather than 8 hours.
The Epitaph can only hold one soul at a time and the soul can be exploited 16 times rather than the regular 6. Each time a soul is exploited it loses the ability to enter one of the outer planes, if it is exploited 16 times the soul is barred from all possible afterlives and doomed to wander the Shadowfell indefinitely. These effects can only be reversed by one of the deities who reside on the plane in question.
When a soul is captured by The Epitaph their true name, date of birth or creation, and date of death are engraved on the weapon. If the Query Soul exploit is used, the question and answer are engraved below the souls true name.
While a soul is contained within The Epitaph the weapon deals 2d6 necrotic damage on a hit rather than the original 1d6.
Finally, a soul can be released from The Epitaph early by plunging the blade into the ground until it resembles a normal tomb stone and leaving it buried as such until the next dawn. When the light of dawn touches the blade the soul is released and the engravings disappear.
Equinox
Weapon (flail), Artifact (requires attunement)
Equinox has three states; dormant, awakened, and ascended. Equinox is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Equinox.
Dormant:
- Equinox is a +1 Flail.
- Creatures attuned to Equinox can cast the Light Cantrip at will.
- Equinox critical strikes on a roll of 19 or 20.
- When Equinox critically strikes, an explosion of light erupts from the head of the flail dealing an additional 2d8 radiant damage and the target must make a DC 14 Constitution Saving Throw or be blinded for one minute. The creature can make the Saving Throw at the end of each of its turns, ending the effect on a success.
Awakened:
- Equinox becomes a +2 Flail.
- The DC on the Blind effect on a critical strike increases to 16, and the additional radiant damage increases to 3d8.
- The creature attuned to Equinox can cast Flame Strike (DC 16) once per long rest.
- A creature attuned to Equinox becomes immune to the Blind effect.
Ascended:
- Equinox becomes a +3 Flail.
- Equinox critical hits on a roll of 18, 19,or 20.
- The DC on the Blind effect on a critical strike increases to 18, and the additional radiant damage increases to 4d8.
- The creature attuned to Equinox can cast Sunburst (DC 18) once per long rest.
- The creature attuned to Equinox gains resistance to radiant and fire damage.
Forests Fury
Weapons (Chakram), Artifact (requires attunement by a paladin, both chakcram use only one attunement slot when attuned at the same time)
Forests Fury has three states; dormant, awakened, and ascended. Forests Fury is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Forests Fury.
Dormant:
- Forests Fury are considered +1 Chakram
- While a creature is attuned to Forests Fury they know the Two Weapon Fighting fighting style if it doesn't already know it.
- Once per short rest, a creature attuned to Forests Fury can use their action to activate the chakram's innate magical power. For one minute the chakrams deal an additional 1d4 damage of the attuned creatures choice from the following types; fire, cold, thunder, lightning, or acid.
Awakened:
- Forests Fury are considered +2 Chakram
- While attuned to Forests Fury, a paladin of the ancients can modify their Channel Divinity: Nature's Wrath to affect all creatures of the paladins choice within a 15 ft. cone originating from the paladin.
- While attuned to Forests Fury, a paladin of the ancients Channel Divinity: Turn the Faithless can now affect undead.
Ascended:
- Forests Fury are considered +3 Chakram
- While attuned to Forests Fury, a paladin of the ancients can modify their Channel Divinity: Nature's Wrath to affect all creatures of the paladins choice within a 30 ft. radius originating from the paladin.
- Forests Fury's additional elemental damage increases to 1d6.
Glory
Armor (plate), Artifact (requires attunement)
Glory has three states; dormant, awakened, and ascended. Glory is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Glory.
Glory is a suit of full plate armor intricately engraved with angelic imagery.
Dormant:
- Glory functions as a set of +1 armor.
- Glory grants the wearer resistance to Radiant damage.
- Glory increases the wearers movement speed by 5 ft.
- While wearing Glory, any critical hit against you becomes a normal hit.
Awakened:
- Glory functions as a set of +2 armor.
- Glory grants the wearer resistance to Fire damage.
- Glory increases the wearers movement by an additional 5 ft, to a total of +10 ft.
- Once per day, as an action, the wearer can become a Beacon of Dawn for one minute. While under this effect the wearer sheds bright light in a radius of 30 ft and dim light for an additional 30 ft. This light is sunlight. Additionally, you gain a 10 ft. aura of radiance that damages hostile creatures. When a hostile creature enters the area for the first time on its turn or starts its turn there, it must succeed on a DC 14 Constitution Saving Throw or take 1d4 Radiant and 1d4 Fire damage.
Ascended:
- Glory functions as a set of +3 armor.
- Glory grants the wearer resistance to Necrotic damage.
- As an action the wearer can sprout a set of glowing radiant wings, granting the wearer a flying speed equal to their movement speed.
- The Beacon of Dawn Save DC increases to 16.
Ice
Weapon (greatsword), Legendary (requires attunement)
Long ago, during the era of calamity known as the planar war, a white greatwyrm was defeated by an archknight of Tiamat and a necromancer known as Anchilidon. Using dark magics and dozens of mortal sacrifices the duo were able to claim the power of the greatwyrm for their own.
Plunging his blade deep into the heart of the dead greatwyrm the knight drew forth a weapon to control the very aspect of winter.
Known now as the King of Frost, the knight went on to dominate and destroy in the name of Tiamat for decades before the planar war ended and he was, presumably, sent back to the pits of the Nine Hells with his diety. His blade, known simply as Ice was lost in the events of the cataclysm.
Ice is a magic weapon that grants a +3 to attack and damage rolls made with it.
While attuned to Ice you have resistance to cold damage and are unaffected by difficulty terrain due to cold conditions or environments. Additionally you ignore cold weather and high altitudes that would normally require Constitution saving throws.
Creatures freeze solid and shatter when reduced to 0 hit points by Ice, assuming their anatomy is capable of doing so.
Ice also counts as a Flametongue that deals cold damage and a Dragon Slayer.
While attuned to Ice you are immune to disease and can't be charmed or frightened.
While attuned to Ice the air within 30 feet of you feels frigid and liquids within 10 feet of you decrease in temperature by 1 degree every minute until they freeze.
Winter has come. Once per long rest a creature attuned to Ice can use their action to create a vortex of arctic weather centered on themselves in a 30 ft. radius for 1 minute.
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While this vortex is active spells that deal cold damage cast by you or your allies against creatures inside the vortex deal double their normal damage dice.
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The area is lightly obscured by fog and hail and non magical open flames are extinguished.
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The area is difficult terrain for creatures other than you and creatures of your choice.
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Creatures of your choice take 1d6 cold damage when they start their turn in the cortex (this is not doubled by the previous feature)
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Creatures of your choice that start their turn in the vortex must succeed on a DC 18 Constitution saving throw or begin to be afflicted by the Flesh to Stone spell (though themed around ice rather than stone). Creatures that are fully afflicted by the spell are frozen in a block of ice. If a creature leaves the vortex before being fully affected by the spell they must remain outside of the vortex until the end of their next turn or be forced to continue under the spells affect. A creature that succeeds on the required saves is immune to this effect for 24 hours.
Kyzzierth's Renown
Wondrous Item (crown), Artifact (requires attunement)
This golden crown has been crafted from the pure gold scales of a gold dragon with a solid red ruby created from the solidified tears of a red dragon. The scales and ruby were gifted to an individual who bridged a gap between chromatic and metallic dragons that has existed since the birth of Tiamat and Bahamut. In bridging this gap, the One Who Would Be King created a peace that lasted for generations and brought forth an era of prosperity.
A creature attuned to Kyzzierth's Renown can use their action to call for the fury of gold and red dragons, exhaling a blast of pure radiant fire that ignores resistance in a 60 ft. cone. Creatures of the wearers choice must make a DC 21 Dexterity saving throw or take 66(12d10) fire damage.
Alternatively the creature attuned to Kyzzierth's Renown can expel a weakening gas in a 60 ft. cone, causing creatures of their choice to make a DC 21 Strength saving throw or have disadvantage on Strength based attacks, saving throws, and ability checks for one minute. Creatures affected by this gas can repeat the saving throw at the end of their turn, ending the effect on a success.
The creature attuned to Kyzzierth's Renown gains the ability to reuse the breath weapon ability on a roll of 6 on a d6 that they make at the end of their turn.
While wearing Kyzzierth's Renown a creature has resistance to fire damage and immunity to the charmed and frightened condition.
A creature attuned to Kyzzierth's Renown has advantage on Deception (CHA), Intimidation (CHA), and Persuasion (CHA) rolls made when interacting with dragon type creatures and knows the Draconic language.
A creature attuned to Kyzzierth's Renown has their Charisma and Strength score increased by 2, up to a maximum of 22.
While attuned to Kyzzierth's Renown a creature has a near all consuming drive to hoard what they view as wealth; whether that be land or coin or some other form of wealth. This drive is more pronounced in individuals that lean towards selfish and self-serving personalities and is more subdued and tempered in individuals with altruistic and benevolent personalities, though the compulsion is still present no matter the creatures temperament.
A creature attuned to Kyzzierth's Renown has true sight out to a range of 60 feet and dark vision out to a range of 120 feet.
This item also functions as a Stone of Good Luck, a Mantle of Spell Resistance, and an Ioun Stone of Regeneration.
Finally this crown grants it's wearer immunity to disease and stops their aging, granting them agelessness.
Every year that the creature stays attuned to Kyzzierth's Renown they must make a DC 10 Wisdom saving throw, this DC increases by 1 for every success and resets to 10 for every failure. On a failure the creature must roll on the Long Term Madness table, the madness of which lasts for 1d10 years and cannot be healed outside of an act of the gods. Every decade that the creature stays attuned to Kyzzierth's Renown they must roll on the Indefinite Madness table, the result of which cannot be healed outside of an act of the gods.
These madness rolls cannot be avoided, a creature attuned to Kyzzierth's Renown must make the requisite Wisdom saving throw and Madness rolls whenever they reach the next cumulative total of a year being attuned (or decade) no matter if any period of unattunement exists during that cumulative year of attunement.
Lux
Magic Weapon (rapier), artifact (requires attunement)
Eons ago The Lord of Light chose to bless their champion with a weapon befitting their majesty and splendor, and so they plucked a star from the night sky and folded the rays of light it produced into luxen, a solid manifestation of luminosity. So thus was Lux born.
Lux has a +3 bonus to attack and damage rolls and deals radiant damage rather than piercing.
Creatures attuned to Lux treat darkness and dim light as if it were bright light and can see through all manner of magically created darkness short of darkness created by another deity or similar creature. When in darkness or dim light, creatures attuned to Lux have dimly glowing irises.
Creatures attuned to Lux can cast the following spells at will at their base level:
- Light
- Dancing Lights
- Guiding Bolt
- Blindness/Deafness (Only Blind)
- Darkvision
- Moonbeam
- Blinding Smite
- Daylight
Additionally you may cast the Fabricate spell at will using Lux, however to do so you must be in an area of natural sunlight. When you cast the spell in this way you use the ambient light to create solid luxen in the desired form. This luxen lasts until the next dusk, at which point it dissipates.
If a spell requires a saving throw the DC is 18 and if it requires an attack roll if uses a +10 modifier.
Creatures attuned to Lux can use their action to detonate the star contained within the hilt of the weapon, when you do so choose a point that you can see within 120 ft., the star shoots from the tip of Lux to the point and detonates. Creatures within 30 ft. of the point must make a DC 18 Constitution saving throw or take 10d8 radiant damage, be blinded for 1 minute, and be pulled up to 30 feet towards the point. Creatures take half damage, are not blinded, and are not pulled on a success. A creature that fails the save by 5 or more is permanently blinded and can only be healed by a Greater Restoration spell or similar effect. When you use this effect you can no longer benefit from the vision benefits, can no longer cast any spells from Lux, and it deals regular piercing damage rather than radiant as Lux dims and loses its radiance. Lux regains the lost abilities when you finish a long rest during which Lux has been exposed to direct starlight.
Oathkeeper
Weapon (longsword), Artifact (requires attunement by a Paladin)
This beautiful crimson blade was crafted with it's twin, Widow's Wail, from the smelted remains of Ice. The smelting process of which reformed the blade both physically and magically, taking the enchantments innate to Ice and completely changing them for the two child blades.
Born of Glory. When you first come into possession of Oathkeeper, it gives you a quest determined by the DM. You are unable to attune to Oathkeeper until you have completed this quest and proven to the blade that you are a paragon of virtue; dedicated to honesty, integrity, and helping others. Once you complete the quest, you become attuned to Oathkeeper.
Oaths, Remade. While attuned to Oathkeeper you gain the following tenet: "Honesty. Don't lie or cheat. Let your word be your promise." This tenet impresses itself upon your very person, causing you to value honesty and integrity in others above all else. At a time determined by your DM, this tenet eventually becomes the following flaw: "I value truth and honesty above all else, I view a lie or broken oath as the most irredeemable character flaw."
Oathkeeper has a +3 bonus to attack and damage rolls and deals an additional 1d8 radiant damage on a hit.
Oathbound. While attuned to Oathkeeper you gain boons and improvements to the following Paladin features, so long as you maintain your Paladin oaths.
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Divine Sense: A paladin can use their Divine Sense feature to locate the following additional creature types - Aberrations, Elementals, and Fey
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Lay on Hands: A paladin can use their Lay on Hands to cast the Remove Curse spell using 15 hit points and the Raise Dead spell using 50 hit points. Both spells require no components when cast using this feature.
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Fighting Style: The paladin gains the Interception fighting style. If they already have the Interception fighting style they may pick a second fighting style.
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Divine Health: The paladin gains resistance to poison damage and advantage against the poison condition.
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Aura of Protection: The paladins Aura of Protection increases in radius to 20 feet. This distance increases to 45 feet at paladin level 18. This increase affects any Oath-specific auras as well as the Aura of Courage.
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Cleansing Touch: The paladin can use their Cleansing Touch feature to end all spells affecting themself or another willing creature. When the paladin uses this feature in this way they expend all uses of their Cleansing Touch.
Bound to Life. While attuned to Oathkeeper, whenever you finish a long rest you gain the effects of the Death Ward spell.
Righteous Leader. While attuned to Oathkeeper you gain a +2 bonus to your Charisma score.
Will to Live. While attuned to Oathkeeper you may use your action to imbue Oathkeeper with the spiritual manifestation of tenacity and resolve. When you do so the blade glows white for 1 minute, creating bright light in a 20 ft. radius and dim light for an additional 20 ft. This light comforts and emboldens your allies, wiping away weariness and exhaustion. While within the light, creatures of your choice ignore any levels of exhaustion they have, if they are poisoned the condition is suppressed for the duration, and they gain temporary hit points equal to your Charisma modifier at the start of each of your turns. This radius increases to 45 ft. at paladin level 18.
Lies in Truth. While attuned to Oathkeeper, Fiend(Devil) type creatures are always hostile to you and will actively work against your best interests, even to the detriment of their own.
Spriggan Plate
Armor (Plate), Artifact (requires attunement)
This woody armor is composed of sung iron wood, blessed by a dryad of The Deep Vale, and imbued with the might of the Spriggan, an ancient treant who guards the Forest of Songs.
This plate grants a +3 bonus to your AC.
One With the Trees. This armor grants advantage on Stealth(Dexterity) checks made to hide in wooded areas and allows you to hide when lightly obscured in wooded areas.
Natural Spellcraft. While wearing this armor you know the following spells. If a spell uses a DC it is 18 and if it uses an attack roll it is made with a +10 modifier.
- Cantrip (at will): Druidcraft, Mending, Mold Earth, Shillelagh, and Thorn Whip
- Level 1 (3/day): Entangle, Goodberry, and Hail of Thorns
- Level 2 (3/day): Spider Climb, Spike Growth, and Wither and Bloom
- Level 3 (2/day): Daylight, Plant Growth, and Speak with Plants
- Level 4 (1/day): Conjure Woodland Beings, and Guardian of Nature
- You can also cast the Tree Stride and Grasping Vine spells at will.
Regeneration. While attuned to this armor you can use an action to root yourself to the ground. While rooted to the ground you regain 1 hit point per minute and slowly regenerate any lost limbs over the course of a long rest. Any limbs regained in this fashion are not flesh but rather a flexible but hard wood. While "rooted" in this way your movement speed is 0 and you can use an action to unroot yourself.
Attuned to Nature. While attuned to this item you gain proficiency in the Nature and Animal Handling skills.
While wearing this armor you slowly begin to develop primal wood-like features such as your hair turning to vines, your skin developing a tough bark-like exterior, and your eyes turning a vibrant shade of green. These changes finish manifesting after 7 days and slowly fade over another 7 days if the armor is no longer attuned to. Any limbs regrown by the Regeneration trait do not change back to flesh.
Mind and Body. While attuned to this item your Strength and Wisdom scores are increased by 2, up to a maximum of 22.
Nature's Guardian. While attuned to this item you gain the following Bond: An injury to the unspoiled wilderness is an injury to me.
If you act in direct conflict with that bond you may lose some or all functionality of the Spriggan Plate at the DM's discretion.
Warlords Bounty
Wondrous Item (bracers), Artifact (requires attunement)
Warlords Bounty has three states; dormant, awakened, and ascended. Warlords Bounty is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Warlords Bounty.
Warlords Bounty is a set of finely crafted arm bracers, set with multiple adamantine studs.
Dormant:
- Each of these bracers are linked to a small demi plane. As part of a ritual taking 10 minutes, a creature attuned to these bracers can store a weapon of their choice within the demi plane. Each bracer can store a number of weapons equal to the wearers proficiency bonus.
- As a bonus action the creature can bring forth one stored weapon in each hand, or return one weapon in each hand to the demi plane.
- These bracers also function as a set of Gloves of Missile Snaring.
Awakened:
- A creature attuned to these bracers can now call forth or send back a weapon as part of an attack, rather than as a bonus action. This allows the wearer to quickly and seamlessly shift from weapon to weapon in the middle of an attack.
- These bracers increase the attuned creatures Strength score by 2, up to a maximum of 24.
- When an attack is made against the creature attuned to these bracers, it can use its reaction to add its proficiency modifier to its AC.
- Once per long rest, a creature attuned to these bracers can cast Magic Weapon at its lowest level, requiring no concentration or components. The spell must target a weapon linked to the bracers.
Ascended:
- While attuned to these bracers, a creatures Dexterity increases by 2 up to a maximum of 24.
- A creature who is attuned to these bracers gains the multi-attack (2) feature if they do not already have it. If they do have it, their multi-attack increases by one.
- A creature attuned to these bracers can cast Haste once per long rest targeting only themselves and requiring no components.
Winter's Heart
Wondrous Item, artifact (requires attunement by a draconic sorcerer)
Winter's Heart has three states; dormant, awakened, and ascended. Winter's Heart is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Winter's Heart.
Winter's Heart is the still beating heart of a white dragon. Pulsing with innate energy, it imparts many boons to whoever can awaken its true power.
Dormant:
- Winter's Heart adds a +1 bonus to an attuned creatures spell attack modifier
- Winter's Heart grants an attuned creature immunity to exhaustion from cold environments or high altitudes
- Winter's Heart grants an attuned creature the ability to, a number of times equal to their proficiency modifier per long rest, cast the Dragon's Breath spell (choosing only cold damage) at it's lowest level without requiring concentration.
Awakened:
- Winter's Heart adds a +2 bonus to an attuned creatures spell attack modifier
- Winter's Heart grants an attuned creature resistance to cold damage
- While attuned to Winter's Heart, any spells the creature cast that deal only cold damage, or cold damage and no more than one other type of damage, are treated as though it had been cast using a slot of one level higher, up to 9th level
- While attune to Winter's Heart, any Area of Effect spell that deals cold damage leaves behind an area of frozen terrain for 1 minute. Creatures other than the creature attuned to Winter's Heart treat this area as difficult terrain
Ascended:
- Winter's Heart adds a +3 bonus to an attuned creatures spell attack modifier and a +1 bonus to an attuned creatures spell saving throw DC.
- Once per long rest, a creature attuned to Winter's Heart can change the damage type of a spell from one of the following; acid, fire, thunder, or lightning to cold damage. This change lasts until the attuned creature finishes a long rest.
- The area of frozen terrain created by an area of effect spell lingers with frigid energy. Creatures other than the creature attuned to Winter's Heart take cold damage equal to the attuned creatures spell casting ability modifier (minimum of 1) at the start of their turn if they are in the area of frozen terrain.
Cursed Items
Bag of Withholding
Wondrous item, uncommon (cursed)
By all appearances this item appears to be a regular Bag of Holding, however it is much more. Bound within this Bag of Holding is a greedy entity, that will make itself known the first time a character attempts to remove an item from the bag. Incredibly selfish, the bag will not give up a single item, no matter how mundane, without a fight. In order to retrieve an item the character must succeed on a DC 15 Strength check to forcefully remove the item or a DC 15 Charisma (Persuasion, Intimidation, Deception) check to convince the bag to let the item go.
The bag can communicate with any creature that comes into physical contact with it and can understand any language.
Fang of Zehir
Weapon (Dagger), legendary (requires attunement)
This gold and jade dagger is always cool to the touch no matter the environment and is set with a hollow emerald in the pomel which contains a liquid poison. Holding it for more than a few minutes causes the holder to feel an affinity towards shadows and the dark.
This weapon has a +3 modifier to attack and damage rolls.
As a bonus action, a creature attuned to this dagger can cause the poison contained in the pomel stone to drain and condense across the blade. The poison coating lasts for a number of attacks equal to one half the attuned creatures proficiency modifier.
The gemstone refills the poison contained within it at midnight. When first found the Fang of Zehir has a 75% chance of containing a DC 14 2d6 poison and a 25% chance of containing a DC 16 3d6 poison. No matter what poison is contained, a creature attuned to the weapon may replace the poison with another over a long rest. Once the process is complete the newly added poison will be replenished at midnight.
As an action, while in an area of darkness, a creature attuned to this weapon can turn invisible for as long as they are in an area of darkness and move no more than half their movement speed. This invisibility ends if the creature makes an attack or casts a spell.
Additionally while attuned to this dagger a creature has the following benefits:
- Immunity to poison damage and the poisoned condition
- Advantage on saving throws against spells and other magical effects
- You gain the ability to speak to snakes and can cast the Animal Friendship spell targetting only snakes with a DC of 16
Cursed
This item is an artifact gifted straight from The Great Serpent, Zehir. Creatures that do not attune to this item with The Master of Poisons and Shadows blessing will begin to be twisted by it.
Over the first few days the creatures physical appearance will begin to change; their eyes will yellow and develop slits like a snakes, their skin will begin to grow patches of scales, and their hair will begin to fall out.
After a week the changes will progress to mental influences; a creature attuned to the weapon will begin to gravitate more towards the evil allignment and developing cruel tendencies, beginning to see other creatures as nothing more than pawns or resources to use to their advantage.
After two weeks the attuned creature will begin hearing the whispers of Zehir guiding their actions and calling them to seek him out to finish the transformation that has begun.
The curse can be removed by the Remove Curse spell or similar effect up to the point the creature attuned to the weapon begins hearing the whispers of Zehir. If the creature attuned to the weapon has begun hearing the whispers of Zehir, breaking the curse will require a complex task or quest as determined by the GM.
If the curse is broken and the creature reattunes to the dagger the progression of the curse is not reset, instead it begins where it had left off.
Imitator's Armor
Armor (any), Very Rare (cursed)
This suit of finely crafted armor seems to fit any creature that is Medium sized or smaller almost like a second skin. However, this suit is actually a tame mimic. While wearing this suit of armor a creature has resistance to all damage except psychic, and the mimic takes the same amount of damage. If the mimic is ever reduced to below half its total hit point maximum it will begin to syphon health from the creature that is wearing it. While the mimic is below half its hit point maximum, the creature wearing the mimic takes 1d10 acid damage at the start of their turn and the mimic heals the same amount.
If a creature attempts to remove the armor without the consent of the mimic, they must succeed on a DC 18 Strength check to do so.
The Wailing Hunger
Weapon (flail), Very Rare (requires attunement)
With a chain and counterweight composed of a cold black iron and a head fashioned in a vicious serrated rictus, this flail strikes terror into the hearts of all those who behold it. However, only when whet with the souls of fallen creatures does it's true power emerge.
This weapon counts as a +1 flail. Additionally, rather than the standard 1d8 bludgeoning damage, this flail deals 1d4 bludgeoning and 1d4 necrotic damage.
The Wailing Hunger gains charges whenever the wielder reduce a creature to 0 hit points with it as the weapon absorbs the creatures soul. The Wailing Hunger can hold a maximum of four charges. Each charge increases the damage die size for the bludgeoning and necrotic damage by one category; from 1d4 to 1d6 to 1d8 to 1d10 to 1d12 at four charges.
A charge can be expended to cast one of the following spells; Cause Fear (1 charge), Fear (3 charges), Hold Person (2 charges).
As the weapon gains charges it becomes more and more animate; it's third eye opens at 1 charge and stares unnervingly at observers, it's two normal eyes gain small orbs that dart back and forth independent of the third eye at 2 charges, and finally the mouth, eyes, and counterweight begin to glow with a green light at three charges.
Creatures killed by The Wailing Hunger cannot be revived excepted by a Wish spell or similar effect.
Cursed:
This weapon is cursed, while attuned to it a creature becomes sickly in appearance, as if their life essence were being slowly drained away, however to the attuned creature they feel as hearty and hale as they normally do. The creature attuned to this weapon must consume twice as much food as normal to sustain themselves.
When The Wailing Hunger gains four charges it awakens and turns on its wielder, lashing out with violent insatiable hunger. The Wailing Hunger will only attack the creature attuned to it, continuing to attack until the creature is dead. It uses the Flying Sword stat-block with the following changes; it's to-hit modifier equals the attuned creatures, it deals 1d12 bludgeoning and 1d12 necrotic damage on a hit, it gains the Multiattack feature allowing it to attack twice on its turn, it has 18 AC and 32 (9d6) hit points, and it does not have the Antimagic Susceptibility feature.
When the weapon is reduced to 0 hit points, or if it kills the creature attuned to it, it loses sentience and falls to the ground.
Sentient Items
The Devourer
Weapon (any), artifact (requires attunement)
This vicious weapon seems to grow in might for each creature it slays, seeming to draw their very power into itself. Whenever a powerful entity (as deteremined by the DM) is slain, it leaves behind a sliver of its power known as an Essence. This essence manifests in the form of a crystal or gem colored appropriately to match the entity that was slain.
These essences can be infused into The Devourer to grant it a portion of the power held by the slain entity. Examples of such powerful entities and their respective Essence powers can include, but are not limited to;
- An Adult White Dragon - Infusion of Ice: Whenever a creature is hit by an attack with The Devourer when it is infused with a White Dragon Infusion, the target must make a DC 15 Constitution Saving Throw or have their movement speed reduced by 10 feet until the start of their next turn. This speed reduction does not stack with multiple attacks.
- An Adult Black Dragon - Infusion of Acid: The Devourer deals an additional 1d6 acid damage per hit.
- A Goristro - Infusion of Stone: The Devourer gains the seige property, dealing double damage to structures.
- A Marid - Infusion of Water: A creature attuned to The Devourer gains a swimming speed of 40 feet and can breathe under water.
The Devourer grows in power with the wielder; gaining a bonus to attack and damage rolls and able to hold a number of infusion equal to half of the wielders proficiency modifier rounded down.
Sentience. The Devourer is inhabited by an ancient primeval fiend, imprisoned by a Solar, a Fey Lord, and an Archduke working together to put a halt to the creatures neverending appetite for death and destruction. The Devourer is a Chaotic Evil sentient item with 13 INT, 12 WIS, and 22 CHA. It has hearing and truesight out to 60 feet. It understands Abyssal and can communicate with the creature attuned to it telepathically, it is able to convey basic ideas and emotions to creatures that do not share a language. The Devourer speaks with a cruel and demanding voice.
Personality. The Devourer seeks only to grow its own power and challenge and kill ever stronger creatures and entities. If more than two weeks pass without the weapon whetting its apetite against a powerful creature, it can attempt to dominate the creature attuned to it and drive them into a murderous rage. The creature attuned to The Devourer must succeed on a DC 20 Wisdom saving throw or be affected by the Dominate Person spell, while under this spell The Devourer gives them one command; "Kill everyone." This effect ends when the attuned creature is reduced to 0 HP, rendered unconscious, affected by a Dispel Magic spell cast at 5th level or higher, or until there are no more living creatures within eyesight.
Destroying The Devourer. The only way to permanently destroy the weapon without freeing the entity is to gather the original three creatures that bound the entity to the weapon and boil it in a pool of their combined blood over a source of Primordial Fire.
Valor
Weapon (longsword), Artifact (requires attunement)
You gain a +2 bonus to attack and damage rolls while wielding this weapon.
Sentience: This blade is inhabited by the Lawful Good spirit of The Conqueror King who has an Intelligence of 14, Wisdom of 16, and Charisma of 15. The Conqueror King has hearing and darkvision out to 120 ft.
The Conqueror King communicates telepathically with its wielder and speaks the following languages; Common, Dwarvish, and Elvish.
Personality: The Conqueror King normally speaks with a noble and commanding tone, reminiscent of the ruler he once was.
The Conqueror King's purpose is to locate a true ruler, one that can unite the peoples of the world under one banner and become the next Dynast King.
The Conqueror King tends to be a more reserved and observant entity, preferring to keep its presence hidden until it has determined that the one wielding it is worthy of its power.
Valor has 5 charges for the following properties. It regains 1d4+1 charges at dawn.
Spells: While holding Valor, you can use your action to expend one or more charges to cast one of the following spells from it (save DC 15): Command (one charge per spell level up to fourth), Compelled Duel (1 charge), Protection from Good and Evil (1 charge), Zone of Truth (2 charges), Beacon of Hope (3 charges), or Crusader's Mantle (3 charges).
When you cast one of the spells above using the blade, the blade maintains concentration for you. This concentration can be broken if the blade is targeted by a Dispel Magic spell or similar effect.
Protective Aura: As an action, you can plant Valor into the ground and spend any remaining charges to create a protective aura within a 60 ft. radius. Bright light spills forth from the blade in a 60 ft. range, this light counts as daylight, and dim light spreads for an additional 60 ft. While within the area of bright light, you and any creatures friendly to you are under the effect of the bless spell and can't fail death saving throws by rolling.
The aura lasts for 2 rounds per charge expended.
Rallying Leader: While wielding Valor, you can use an action to expend 4 charges to bolster nearby allies, each ally that can hear or see you can expend a number of available hit die equal to their proficiency modifier and heal for the amount rolled. An ally cannot expend more hit die then they have, and must have at least one hit die to benefit from this action.
Combat Prowess: When you miss with a melee weapon attack with Valor, you can choose to hit instead. Once you have used this feature, you cannot use it again until you finish a short or long rest.
Planar Bane: Valor deals an additional 1d6 damage to creatures not native to the prime material plane.
Regenerative: While wielding Valor you regain 1d6 hit points every 10 minutes, assuming you have at least 1 hit point. Additionally if you lose a body part the blade causes the missing part to regrow and return to full functionality after 1d6+1 days, if you have at least 1 hit point the whole time.
Immortal Ruler: You stop aging and can no longer die of old age while attuned to Valor.
Non-magical Items
Bola-Bombs
Mundane Item (Explosive), 500 GP
This bola can be thrown as an action at a creature within 30 feet of you. When you throw the bola make a ranged attack roll, if you are proficient with the sling you are proficient with the bola. On a hit the target takes no damage, but is instead restrained by the bola. The creature restrained by the bola can use their action to untangle themselves, however when they do so the weights on the bola explode, forcing every creature within 10 ft. to make a DC 12 Dexterity saving throw, the creature restrained by the bola automatically fails this saving throw. Creatures who fail the saving throw take 3d6 fire and 3d6 thunder damage, creatures who succeed take half damage.
A creature can use an action to disarm the bola with a successful DC 15 Intelligence check. The creature who initially threw the bola can disarm it without making the check.
Futuristic Items
Integumentary Augmentation: Pla-steel Hardening
Wondrous Item, very rare (requires attunement)
This integumentary augmentation grants the user superior defensive capabilities. This augmentation has 3 charges and recharges 1d3 charges at dawn.
Integumentary Reinforcement Mesh. While attuned to this augmentation your AC is 13 + your Dexterity Modifier.
Reactive Armor. While attuned to this augmentation you can expend a charge as a reaction to cast the Shield spell, causing your skin to defensively harden.
Ocular Augmentation: Metaphysical Detection System
Wondrous Item, very rare (requires attunement)
This ocular implant grants the user advanced perception, expanding their senses and converting metaphysical radiations into the visible light spectrum. This augmentation has 3 charges and recharges 1d3 charges at dawn.
Metaphysical Proximity Detection. While attuned to this augmentation, you are consider to be continually under the effects of the Detect Magic spell while conscious and not blind. This effect does not require concentration, nor does it prevent you from concentrating on spells or similar effects as normal.
Metaphysical Identification Database. While attuned to this augmentation you can expend a charge to cast the Identify spell as an action on an object within 10 feet of you.
Skeleto-muscular Augmentation: Inertial Capture System
Wondrous Item, very rare (requires attunement)
This skeleto-muscular augmentation captures passively generated inertial energy and stores it for later use. This augmentation has 3 charges and recharges 1d3 charges at dawn.
Inertial Impact. When you hit a creature with a melee weapon attack you can expend any number of charges (requiring no action) to increase the inertial impact of the strike. When you do you can deal an additional 1d8 damage per charge expended, or shove the creature backwards 10 feet per charge expended.
Muscular Reinforcement. When you make an Athletics (Strength) or Acrobatics (Dexterity) check you can expend a charge (requiring no action) to grant yourself advantage on the check.
Muscular Acceleration. You can expend a charge (requiring no action) to allow yourself to take the Dash action as a bonus action.
Crafted Items and Recipes
Black Elixir
Potion, Legendary
This greasy black liquid acts as a poison when drunk or rubbed on flesh. Its unfortunate or foolish user takes 12d6 poison damage, or half as much damage with a successful DC 20 Constitution saving throw.
Its true power is revealed, however, when black elixir is smeared on a doorway or other portal; the magical oil acts as a Forbiddance spell with a duration of one year. Unlike the spell, black elixir doesn't incorporate a password and only affects celestials and fiends. Typically, the creator of the elixir determines when the elixir is created whether the Forbiddance effect deals radiant or necrotic damage.
Ingredients. The heart of a marut, the powdered horn of a ki-rin, and a vial of black mud taken from the bottom of a lake that at least one celestial or fiend has bathed in.
Golden Elixir
Potion, Legendary
The most famous of the six elixirs is this thick, golden, syrupy liquid that grants its imbiber eternal life. The potion completely stops the aging process and renders the imbiber immune to all natural and magical diseases and poisons. The drinker can still be harmed or killed through other methods such as violence, but the march of time no longer holds any threat over him or her.
Ingredients. A thimble of distilled sunlight, the breath of a solar, and the hair of a venerable sage who is at least 100 years old.
Iron Elixir
Potion, Legendary
This dark, grainy liquid tastes positively awful. Anyone imbibing the elixir gains permanent resistance to bludgeoning, piercing, and slashing damage and gains a damage threshold of 5, but their speed is reduced by 10 feet, and they always make Dexterity saving throws and Dexterity ability checks with disadvantage that can’t be overcome or canceled out by any means.
Ingredients. The core of an iron golem, a shard of pure adamantine, and the powdered teeth of a mountain giant.
Jade Elixir
Potion, Legendary
This bright green elixir grants its consumer incredible Charisma when dealing with celestials, elementals, fey, and fiends. The drinker always has advantage on Charisma checks when dealing with extraplanar creatures, and when one of the selected creatures is called or conjured, it arrives with maximum hit points.
Ingredients. The tears of an invisible stalker, the claw of a pit fiend, and the tongue of a bard of at least 10th level.
Pearl Elixir
Potion, Legendary
This silvery-white elixir has a variety of effects depending on whether it is drunk, rubbed on a creature’s feet, or smeared on the hull of a boat.
If drunk, the elixir confers the ability to breathe both air and water with equal ease.
If rubbed on the feet, the elixir provides a creature with the ability to walk on water as if wearing a ring of water walking.
If placed on the hull of a boat or similar vessel, the vessel gains a damage threshold of 20 against all environmental effects, and anyone piloting the vessel has advantage on ability checks associated with it. All of these effects are permanent.
Ingredients. The scale of a merfolk princess, a vial of pure elemental water, and the eye of a kraken.
Ruby Elixir
Potion, Legendary
This vermilion-hued elixir neutralizes all magical and nonmagical diseases and poisons, all curses of 8th level or lower, and all exhaustion effects, as well as restoring hit points as a Superior Healing Potion. If this elixir is poured over a corpse that has been dead for no more than a year, it restores the creature to life (as the Resurrection spell) even if the corpse could normally not be resurrected.
Ingredients. A mixture of purest cinnabar, the blood of a slain dragon of at least adult age, and the hearts of six celestial tigers.
Disclaimer
The items in this compendium are an assortment of items I have collected or created. I do not claim ownership of the items nor do I claim that they are entirely original, while many may be original to me, undoubtably others have been created with similiar effects. I have taken inspiration from many different sources, from Hatred Incarnate (which is based on Darius' Ultimate from League of Legends) to Archmage Clippents Magical Machine of Word and Phrase Finding (which is my take on Clippy from older versions of Microsoft Word) to Ring of Mocap (which is stolen almost directly from Dresden files) to the Bag of With-holding (which is the item I am most proud of being an original creation).
This document will continue to be steadily updated over time with new items added and potentially artwork being added as well.
I am u/glynstlln
I would also like to thank The Homebrewery for such an amazing tool to use!
'Found' Homebrew Items
Baldur's Gate III Magic Items
Assassin's Weapon
Magic Weapon, uncommon (requires attunement)
Quiet is the air around this weapon, and quiet are the steps of the one who wields it.
You gain advantage on Dexterity (Stealth) checks while attuned to this weapon.
Weapon of Awareness
Magic Weapon, uncommon (requires attunement)
This halfling weapon requires a full draw for smaller folk, but serves as a quick off-hand for those of greater height.
While attuned to this weapon, you can add your proficiency bonus to your initiative rolls.
Club of Hill Giant Strength
Magic Weapon (club), uncommon (requires attunement)
Though this rotting chair leg doesn't look like much, every splinter vibrates with barely-contained power.
While attuned to this weapon, your strength score changes to 19. The item has no effect on you if your Strength without the weapon is equal to or greater than the weapon's score.
Comeback Weapon
Magic Weapon (a weapon with the thrown property), uncommon (requires attunement)
This loyal weapon always returns to its owner after being thrown. However, it has no eyes and therefore dreadful aim, inevitably returning to its thrower head-first.
This weapon returns to your hand immediately after it is used to make a ranged attack.
Curse. When this weapon returns to your hand, you must make a DC 13 Dexterity saving throw or take 1d4 damage appropriate for the weapon.
Corellon's Grace
Magic Weapon (quarterstaff), uncommon (requires attunement)
This light, flexible staff is of Elven make, marked with mithral sigils that channel magic in the blink of an eye.
While attuned to this weapon, you gain a +1 bonus to your attack and damage rolls you make with unarmed strikes.
In addition, while you're not wearing armor, you receive a +2 bonus to all saving throws.
Doom Weapon
Magic Weapon, uncommon (requires attunement)
Bringer of that which it is. When you hit a creature with this weapon it can't regain hit points until the start of your next turn. If you hit an undead target, it also has disadvantage on attack rolls made against you until the end of your next turn.
Tenacity. When you miss an attack with this weapon, you deal damage appropriate to the weapon equal to your Strength modifier (minimum of 1) to the target.
Exterminator's Weapon
Magic Weapon, uncommon (requires attunement)
The intricate engravings on this weapons handle make plain the skill of its smith.
This weapon deals an additional 1d6 fire damage to plants, insects, and Small creatures.
Githyanki Weapon
Magic Weapon, uncommon
Though heavily decorated and inlaid with rubies, this weapons well cared for appearance suggests its use isn't merely ornamental.
When you hit a creature with this weapon, you deal an additional 1d4 psychic damage.
Hamarhraft
Magic Weapon, uncommon (requires attunement)
The Dwarven grammar is garbled, but the weapon's name suggests something about the importance of first impressions.
Once per turn, when you jump 10 or more feet, you can deal 1d4 thunder damage to each creature within a 10 foot radius where you land.
Tenacity. When you miss an attack with this weapon, you deal damage appropriate to the weapon equal to your Strength modifier (minimum of 1) to the target.
Hunter's Weapon
Magic Weapon (a bow or crossbow), uncommon (requires attunement)
Supple and strong, this weapon has been imbued with a ranger's solemn magic - running your fingers along the smooth ash, you can fell that solemnity like a ghost in the shaped wood.
You have advantage against monstrosities.
Additionally, you can use this weapon to cast hunter's mark at 1st-level. Once you use this property, you can't do so again until you finish a long rest.
Intransigent Hammer
Magic Weapon (a bludgeoning weapon), uncommon (requires attunement)
The elegant design of this weapon belies its brutal, crushing power. This weapon does not give ground.
When you reduce a creature to 0 hit points or land a critical hit with this weapon, each creature with 10 feet of you must make a DC 13 Strength saving throw or be knocked prone.
Ironwood Club
Magic Weapon (club), uncommon (requires attunement)
Fashioned from the hard, unforgiving trunk of an oak tree, this club smells faintly of a forest during the rain.
You can use this weapon to cast the Shillelagh spell targeting the club. When this weapon is under the effects of the Shillelagh spell, it deals an additional 1d4 bludgeoning damage.
Jagged Weapon
Magic Weapon (a melee weapon that deals piercing or slashing damage), uncommon (requires attunement)
The blade of this weapon is blackened and melted, leaving a cruel, rugged edge.
Creatures you hit with this weapon have disadvantage on Constitution saving throws until the start of your next turn.
To Be Finished
https://www.gmbinder.com/share/-NlIhMCXWuAcTUysIaIu
The Griffons Saddlebag
Circlet of the Sharpened Mind
Wondrous item, very rare (requires attunement by a creature with an Intelligence of 17 or higher)
This iron circlet has a magical pearl at its center and can hold up to 4 gemstones. When found, the circlet has 2 gemstones. A gemstone worth at least 5,000 gp can be added to the circlet over the course of 1 minute as it's magically drawn and fastened into place. While wearing the circlet, you can take a special Attack action on your turn to summon a number of floating, spectral swords equal to the number of gemstones in the circlet and make one melee spell attack with each of them against a target within 10 feet of you. You are proficient with these attacks and use Intelligence as your spellcasting modifier for them. On a hit, the target takes force damage equal to 1d8 + your Intelligence modifier. The swords appear at your side and remain there until you dismiss them as a bonus action or until you fall unconscious or remove the circlet. While the swords are summoned, you can take this special Attack action on each of your turns. The spectral swords shed bright light in a 10-foot radius and dim light for another 10 feet.
You can replace one of these melee spell attacks with a weapon attack as part of this special Attack action. If you're able to make multiple attacks with the Attack action, you can replace any number of these spell attacks with up to the amount of weapon attacks that you can normally make with the Attack action.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make one melee spell attack with one of the summoned swords against the creature, rather than making an opportunity attack.
While the fighters held the blade, I was busy studying it. Its curves, its construction, its true name and purpose. While those brutes knew how to swing a tool of war, I became war itself.
Conspirator's Coat
Wondrous item, rare (requires attunement)
This magic longcoat is adorned with raven feathers and carved jet buttons. While wearing this coat, you have advantage on Charisma (Deception) checks. In addition, the coat has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While wearing the coat, you can use a bonus action to expend 1 of its charges to disappear, releasing up to three ravens from your location under your control that scatter into the air. Each raven has AC 12, 1 hit point, and can fly up to 40 feet as part of this bonus action without provoking opportunity attacks. At the start of your next turn, the ravens vanish, and you reappear in the space of one of the ravens (your choice).
If all the ravens are reduced to 0 hit points, you reappear early in the same space as the last one that died. When you do, any excess damage dealt to the raven carries over to your normal form.
The king was a proud man; he had gained much in life, his wealth preserved and protected against even the craftiest of raiders and statesmen alike.
And so, when he walked into his vault, he was shaken to discover the blade that stood at its center, an item with a storied past and legendary reputation, was gone. In its place was a letter, unmarked, sealed with the black symbol of a single feather. As his trembling hands opened it, he read,
To whom it may concern, fondest greetings! I hope this letter finds you as well as may be given the inevitable circumstances of its discovery. Know I truly wish no ill towards you or, as it may be, who you serve. If it will assuage your fears, view this as a simple transaction of business in which your preparation was matched against my wit, with the only outcome likely in such a scenario having come to pass. Try to find me if you will, but know you do so at your own cost and peril.
None but my own, The Ravenheart
As the king rushed through the corridors to inform the head of his guard, he passed by a member of his court, the trusted Baronet Alistair Rook. In his haste he brushed against the man's black coat, muttering a word of apology before sprinting off. He missed the man's self-satisfied smile as he turned the corner.
And, in a flurry of feathers, the hallway was empty once more.
Corvus Pyre
Weapon (halberd or quarterstaff), legendary (requires attunement)
This black cane is made of gnarled wood and has a silvered raven's skull at its top. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property, regardless of which form it's in.
While in its cane form, it functions as a quarterstaff. While holding it, you can use a bonus action to transform it into its scythe form. When you do, a large, shadowy sickle blade erupts from the raven's beak and the cane glows with fiery embers.
While in its scythe form, the weapon functions as a halberd that lacks the heavy property. When you hit with an attack using the scythe, the target takes an extra 2d6 fire damage. You gain temporary hit points equal to the fire damage dealt, which last until the start of your next turn. If you take damage from an attacker that's within 5 feet of you while you have these temporary hit points, the attacker also takes 5 fire damage. The weapon remains in this form until you use a bonus action to transform it back into its cane form or until you drop or sheath it. When you reduce a creature to 0 hit points using the scythe, you can choose to reduce it to ash. A creature with legendary actions can't be turned to ash in this way.
Death's Vigil. As an action, you can touch a corpse with the weapon to create a harmless, flaming mantle around it. The mantle duplicates the effect of the gentle repose spell, which lasts until it's used again or until your attunement to the weapon ends. While protected by the mantle, a corpse has a damage threshold of 20.
Fate's Bond. While holding the weapon, you can use a bonus action to curse a creature that you can see with a grim fate. The curse remains for 1 minute or until the creature is reduced to 0 hit points. While cursed, your attacks with this weapon against that creature are made with advantage, and you can magically know the exact distance and direction of the creature from you, provided that you're on the same plane of existence. This property of the weapon can't be used again until the next dusk.
If the curse lasts for its full duration, it rebounds; you take 4d10 fire damage, which can't be reduced or prevented in any way. If you're reduced to 0 hit points when this happens, your body is incinerated and turned to ash.
Deck of Dragons
Wondrous item, rare (requires attunement)
This deck of cards can be used as a standard playing card set. Each card bears one of four types of dragons: black, red, bronze, or silver. The deck is made of 52 cards and comes in a wooden carrying case, which depicts each of the four dragons battling for control over their respective corners. While attuned to the deck, you gain a +3 bonus to any check you make using it as a playing card set. You can use a bonus action to magically shuffle the cards of the deck, tapping either the top of the cards or its box when you do.
You can use each card from the shuffled deck as a magic dart. On a hit, a card deals an extra 1d6 damage to the target of a type depending on its suit. Roll a d8 to determine the card's suit using the table below, or draw from a real deck of cards to determine the suit instead.
d8 | Suit | Dragon | Damage type |
---|---|---|---|
1 – 2 | Clubs | Black | Acid |
3 – 4 | Diamonds | Red | Fire |
5 – 6 | Hearts | Bronze | Lightning |
7 – 8 | Spades | Silver | Cold |
A thrown card magically reappears on the bottom of the card case. When you score a critical hit using one of the cards, the damage dice are tripled, instead of doubled.
Dragonbolt Blaster
Weapon (heavy crossbow), rare
This magic item is a unique, two-handed ranged weapon. If you are proficient with light or heavy crossbows, you are proficient with the Dragonbolt Blaster. A broken piece of a blue dragon's horn is set at the weapon's center, releasing tendrils of shimmering electricity from its point.
The weapon doesn't require physical ammunition, and it has a normal range of 150 feet and a long range of 600 feet. On a hit, a target takes 2d10 lightning damage. You don't add your Dexterity modifier to the damage of this attack (unless it's negative). You have advantage on the attack roll if the target is wearing armor made of metal.
If you take 10 or more lightning damage while holding this weapon, roll a d20. On a 1, the weapon breaks, but can be repaired with 100gp worth of materials and 8 hours of work. On any other result, the next target hit by the weapon within the next minute takes an extra 1d10 lightning damage.
Hide of the Wild Guardian
Wondrous item, legendary (requires attunement by a druid)
This well-worn gray bearskin hide has been passed down from druid to druid for generations. While wearing it, you gain the following benefits:
- You gain a +1 bonus to ability checks and saving throws.
- You can use your Wild Shape feature up to three times, instead of twice, unless you can already use it more.
- The maximum CR beast you can transform into with your Wild Shape increases by 1.
- You gain a +3 bonus to AC, as well as to attack and damage rolls with natural weapons, while transformed into a beast, even if the hide merges into your new form.
Glaive of the Revenant King
Weapon (glaive), legendary (requires attunement)
This long-lost silver glaive once belonged to an elven king. Its impeccable elven make lets it be swung nimbly, despite its size. This weapon has the finesse property. In addition, you gain a +3 bonus to attack and damage rolls made with this magic weapon.
Sentience. The glaive is a sentient weapon of chaotic neutral alignment, with an Intelligence of 14, a Wisdom of 15, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Sylvan.
Personality. The glaive is inhabited by the spirit of Kelren, the elven king of Imfe Mythse. His life's mission to rid his kingdom of demons, fiends, and other unwelcome ilk lives on inside the weapon. He seeks to rebalance the flow and seasons of nature, eager to destroy anything that threatens to change the natural ecosystems of the world.
Kelren is stern, but honest. He may share stories of his kingdom from time to time if an anecdote serves to further his ambitions. A character who he deems unworthy of wielding the blade, such as a weak or evil creature, may be denied the ability to attune to the weapon.
Elven Kinship. You are considered proficient with this weapon if you are an elf or half-elf. In addition, while attuned to this weapon, you have advantage on Charisma checks made to interact with fey creatures.
Energy Nullification. If you hit a target with this weapon that is either resistant or immune to cold or fire damage, that target loses that resistance or immunity until the end of your next turn.
Those foolish enough to step out of the natural order of things are culled from it. We are privileged to live under nature's watch: to scorn her is to insult the world itself.
Mercenary's Pauldron
Wondrous item, uncommon (requires attunement)
This magic pauldron has been enchanted with a war mage's divinations. It has 3 charges and regains all expended charges daily at dawn. You can use a bonus action while wearing the pauldron to expend 1 of its charges to invoke its tactical insights, magically granting you advantage on the next weapon attack roll you make before the end of your next turn. On a hit, the attack deals an extra 1d6 damage of the weapon's type, and you gain that same amount of temporary hit points which last until the end of your next turn.
Sash of Sorcerous Synergy
Wondrous item, rare (requires attunement by a sorcerer)
This miraculous one-shouldered robe is made from fine fabrics that have been steeped in powerful magic and fastened with an ornate buckle. The sash has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When an ally that you can see within 60 feet of you casts a spell while you're wearing this robe, you can use your reaction to expend 1 or more of the sash's charges to twist the spell with one of your known Metamagic options, without spending any sorcery points. The number of charges you expend is equal to the number of sorcery points the Metamagic option would normally cost. If using the sash would cause the spell to target a second creature, you choose the new target.
In addition, when you use a Metamagic option on a spell while wearing this sash, you can change the style, color, and material of the garment and buckle. The sash's weight doesn’t change. Regardless of its appearance, the sash can’t be anything but a one-shouldered robe.
In spite of herself, Holly felt a twinge of guilt every time she managed to take advantage of Oscar's hard work. He'd always studied so diligently, only for her natural talent to let her catch up, yet she still would have failed so many times if her friend hadn't been there. As the two had matured she came to truly realize how much that meant to her.
So, while she watched Oscar struggling uselessly to build up magic energy from inside the field of absolute silence they had been trapped in, Holly realized this was the perfect opportunity to make amends. As she ran her fingers along her sash, Oscar felt a unique flow of magic running through his veins. While the cleric of death laughed at his attempts to cast within the ball of silence, Oscar cocked his head, gripped his wand, and, without a word or a gesture, disintegrated the villain where he stood.
As the silence broke the two young mages turned to each other as Oscar blurted out, "By the soul of magic itself, is that how you feel all the time?"
Scroll of the Skyfallen
Scroll, rare
This sky-blue scroll flutters in a magical breeze and is written in Elvish. Faraway clouds can be seen floating in the background of its parchment and magically sputter into existence upon reaching the edge. Miniscule birds soar through the clouds, both on the paper and off.
By using an action to read this scroll, your words ring out to magically rip the wind out from beneath the wings of creatures around you. Any hovering, levitating, or otherwise flying creature within 120 feet of you must make a DC 16 Dexterity saving throw. A flying creature falls to the ground on a failed save, and its flying speed is reduced to 0 for 1 minute. On a successful save, any flying speed it has (or similar means of flight) is halved for 1 minute instead. If the creature was levitating or can hover, the creature safely descends at a rate of 60 feet per round until it reaches the ground instead. A creature with legendary actions is unaffected by the scroll. The scroll then vanishes in a plume of vapor, and it destroyed.
Spirit Sheath
Weapon (scimitar), uncommon (requires attunement by a creature with a Wisdom of 13 or higher)
This scimitar and its sheath are bound by a spiritual force that resonates with you when you attune to it. You are proficient with this scimitar while you're attuned to it. When you make an attack with this weapon, you can use your choice of your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls. You must use the same modifier for both rolls.
While holding the sword, you can use a bonus action to cast the spiritual weapon spell from it (spell attack bonus +5, +3 spellcasting ability modifier), creating a spiritual duplicate of the scimitar in the air within range. Once this property of the scimitar has been used, it can't be used again until the next dawn.
The monks of Durheim are renown for their connection to their deeper selves. Centuries of training, lessons, and gifts passed down from one to the next have graced them with an uncanny ability to harness the strength of their soul to empower their martial prowess. The weapons they wield, while seemingly simple, are nevertheless frightful to bear witness to.
The Arena Guy
Robe of the Apprentice
Wondrous Item, rare (requires attunement by a sorcerer, warlock, or wizard)
This exceptional garment is made form fine cloth of white, gray, or black and adorned with lustrous runes. The robe's color corresponds to the alignment of the archmage who created the item. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the apprentice that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
- If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
- You can add half your proficiency bonus (rounded down) to any Intelligence, Wisdom, or Charisma saving throw you make that doesn't already include your proficiency bonus.
- Your spell save DC and spell attack bonus each increase by 1.
Staff of the Apprentice
Wondrous Item, rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While you hold it, you gain a +1 bonus to spell attack rolls.
Spells. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier:
- Alarm (1 charge)
- Burning Hands (at 3rd level, 2 charges)
- Chromatic Orb (1 charge per spell level, up to 3rd)
- Darkvision (1 charge)
- Detect Magic (1 charge)
- Identify (1 charge)
- Mirror Image (2 charges)
- Phantom Steed (3 charges)
- See Invisibility (2 charges)
- Sleet Storm (3 charges)
- Tenser's Floating Disk (1 charge).
You can also use an action to cast one of the following spells from the staff without using any charges:
- Comprehend Languages
- Dancing Lights
- Mage Hand.
The staff regains 2d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d4 charges.
Arcane Strike. Once per turn when you hit a creature with a melee attack using the staff, you can expend a spell slot of 3rd level or lower to deal an extra 1d6 force damage to the target, plus another 1d6 per level of the spell slot.
Tome of the Apprentice
Wondrous item, rare (requires attunement by a warlock with the Pact of the Tome feature, a wizard, or a creature with the Ritual Caster feat)
This finely crafted spellbook is bound in the leathery hide of an otyugh, and powerful wards have been placed upon it by an archmage to make it indestructible by nonmagical means, including fire.
You gain these benefits while attuned to the spellbook.
- As a bonus action, you can summon the spellbook, causing it to teleport instantly to your hand.
- You can add your spellcasting ability modifier to any Constitution saving throws you make to maintain concentration on a spell.
- When you cast a spell as a ritual, it only takes 5 minutes longer to cast than normal, rather than 10.
Dungeon Strugglers
Bathrobe of Supreme Leisure
Wondrous item, uncommon (requires attunement)
This fur-lined bathrobe is enchanted to achieve an unprecedented level of comfort. When worn to sleep, four hours is sufficient for a long rest and you gain 2d10 temporary hit points when you awaken.
Curse. Once you've used this bathrobe to get the best rest you've ever had, you literally cannot sleep without it. Unless you're wearing the bathrobe, you can’t gain the benefit of a long rest for 1d4 days after your last long rest using the bathrobe.
Corrupted Treant Heart
Wondrous item, very rare (requires attunement by a Druid)
This twisted and blackened wooden heart is strung through with thorny vines and worn as a pendant.
Thorns dig into your neck while you are attuned to this magical item, reducing your hit point maximum by 5. Your skin develops a black and spiny bark-like appearance and you gain the benefit of the barkskin spell (doesn’t require concentration). Additionally, creatures that hit you with melee attacks take 1d4 piercing damage.
Once per dawn, as an action you can cause a surge of thorns to erupt from the ground in a line 5 feet wide and 60 feet long. Any creature on the same surface as you that is caught in this area must make a Dexterity saving throw against your spellcasting DC. On a failure they take 8d4 piercing damage and their walking speed is halved until the start of your next turn. On a success a creature takes half damage and its walking speed is not halved.
Dagger of Endless Stabbing
Weapon (dagger), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 to hit, you may make an additional attack.
Curse. Immediately after you successfully hit a creature with a melee attack using the dagger, make a DC 12 Wisdom saving throw. On a failure, you enter a stabbing frenzy and must use each turn to move to the nearest creature and use your action to make a melee attack with the dagger. If you have the extra attack feature, make as many attacks as each action will allow. Repeat the saving throw at the end of each turn, ending the frenzy on a success.
Darkmatter Arrow
Ammunition (arrow), rare
The pitch black arrowhead seems to drain the light from around it. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition.
A 15-foot-radius sphere of crushing force forms around the arrowhead when it impacts something. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. Additionally, within the sphere, loose objects are pulled towards the center and nonmagical fires are snuffed out. Once the arrow impacts something, it implodes and leaves nothing behind.
Elemental Wand
Wand, rare
This wand comes in multiple variants; burning, chilling, chocking, dusting, muddy, and scalding. Each variant corresponds to a matching variant of elemental Mephit.
This wand has 4 charges. While holding it, you can use an action to expend 1 or more of its charges to summon 1 Mephit per charge in an unoccupied spaces that you can see within 30 feet of you.
A summoned Mephit disappears after 1 hour or when it drops to 0 Hit Points. Mephits are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The wand regains 1 charge during a short rest or 1d4 charges during a long rest if you spend some of that time sweeping up dust or dirt with the wand.
Essence of Gruumsh
Potion, uncommon
This small glass vial contains 1 ounce of orc blood imbued with the might of Gruumsh. When you drink this potion, you gain the aggression of an orc for 1 minute. As a bonus action on each of your turns, you can move up to your speed toward a hostile creature that you can see.
Fletcher's Ring
Ring, rare (requires attunement)
While you are wearing this ring, when you make a ranged attack with a bow or crossbow you magically summon the ammunition as part of the attack. Arrows or bolts summoned by this ring disappear after they hit or miss their target. Attacks with these arrows are considered magical for overcoming resistance and immunity to non-magical attacks and damage.
This ring has 4 charges. As part of an attack, you can expend one charge to summon a special piece of ammunition from the following options:
- Excruciating. This arrow inflicts massive pain, halving the target creature's movement speed until the end of your next turn.
- Penetrating. This arrow travels through the target in a straight line for an additional 20 feet. The nearest creature in that area is also hit by the attack if the attack surpasses its AC with three-quarters cover (+5).
- Tethering. This arrow creates a tether from you to the target. The tether is the exact length of the distance fired between you and the target. It can be used as a rope to climb or to leash yourself to a target creature. The tether can hold up to 500 pounds and can be severed with a DC 18 Strength check. Make a contested Strength (Athletics) check to pull a tethered creature. The arrow and tether last up to 1 minute or until you dismiss it with a bonus action, before disappearing.
- Whistling. This arrow whistles loudly as it flies through the air. Creatures within 60 feet of the flight path have disadvantage on Wisdom (Perception) checks to hear anything else until the end of your next turn. The ring regains all expended charges after a long rest.
Megalithic Beast Breaker
Weapon (greatsword), rare
This massive greatsword is chiseled from an incredibly heavy piece of jagged stone. Ancient arcane binding barely prevents it from shattering on impact.
When you hit with an attack using this magic greatsword, the target takes an extra 1d6 bludgeoning damage, or 3d6 bludgeoning damage if the target is a beast. While you hold this weapon, you have resistance to damage dealt by beasts. If you roll a 1 on an attack roll, roll a d20. On a 1, the greatsword shatters and is destroyed.
Nimble Buckler
Shield, uncommon
Wielding this small shield only grants a +1 bonus to AC. While holding this shield you gain a +2 bonus to Dexterity saving throws.
Additionally, when an attack misses you or you succeed on a Dexterity saving throw, you can use your reaction to immediately move up to 10 feet without provoking opportunity attacks.
Ricochet Sling Bullets
Weapon (sling bullet), rare
The sling bullets come in a pouch, which contains 1d4 + 4 bullets.
You have a +1 bonus to attack and damage rolls made with each of these bullets. When you hit with a bullet, you can choose to ricochet the bullet to hit another creature. Make an additional attack roll against a new creature within 20 feet of the previous creature. On a successful hit, the new creature takes 1d4+1 bludgeoning damage. You can repeat this process until you miss, only targeting creatures that have not yet been targeted.
Sand Maiden
Armor (padded), very rare (requires attunement)
This padded armor is a billowing assemblage of earth-colored cloth that seems to flow with the wind as if made of sand itself. You have a +1 bonus to AC while wearing this armor. Padded armor normally imposes disadvantage on Dexterity (Stealth) checks, this armor doesn't.
Additionally, you have advantage on saving throws you make against exhaustion effects due to extreme heat. You gain the ability to glide across the desert, while you are on sand you ignore difficult terrain.
As an action you can transform into the aspect of the sand maiden. For 1 minute, or until you end this transformation with a bonus action, your skin glimmers like a mirage and you move like a swirling sandstorm. While in this state you gain the following benefits:
- You have advantage on Dexterity saving throws.
- You can move through the space of another creature and pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces.
- Your movement doesn't provoke opportunity attacks.
- Your speed increases by 20 feet.
The armor can't be used this way again until the next dawn.
Stone Wail
Weapon (war pick), very rare (requires attunement)
You have proficiency with this war pick if you are a dwarf.
You have a +2 bonus to attack and damage rolls made with this magic weapon. If the target is made of stone, you deal an additional 2d8 force damage and attack rolls score a critical hit on a roll of 19 or 20. While wielding this war pick, you can use an action to cast the Flesh to Stone spell (DC 17) from it once per long rest.
Motherlode! Reducing a stone creature to 0 hit points with Stone Wail causes them to crumble and expose a gem of the following type. Roll a d20:
- Copper Nib (1 cp) and Motherlode! can’t be used again until you complete a long rest.
- Malachite (10 gp)
- Malachite (10 gp)
- Bloodstone (50 gp)
- Onyx (50)
- Chrysoprase (50 gp)
- Jasper (50 gp)
- Moonstone (50 gp)
- Tourmaline (100 gp)
- Amethyst (100 gp)
- Chrysoberyl (100 gp)
- Jade (100 gp)
- Pearl (100 gp)
- Diamond (100 gp)
- Diamond (100 gp)
- Diamond (300 gp)
- Diamond (300 gp)
- Diamond (500 gp)
- Diamond (1,000 gp)
Subtle Cricket
Weapon (hand crossbow), rare (requires attunement)
This unusually small hand crossbow packs a mighty punch. You have a +1 bonus to attack and damage rolls made with this magic weapon.
The crossbow has 3 charges, and it regains 1d3 expended charges daily at dawn. When you make a ranged attack with the crossbow, you can expend 1 to 3 of its charges to empower the bolt with kinetic energy. On a hit, for each charge you spend, the target takes an additional 1d12 force damage and is pushed 5 feet away from you. Additionally, when you fire a kinetic bolt, you must succeed on a DC 10 (+2 for each additional charge) Strength saving throw or be knocked prone. If you score a critical hit with a kinetic bolt, the target is pushed thrice as far and knocked prone.
The Mithril Canvas
Darkweave
Wondrous item, rare (requires attunement)
A long leather coat with an inner lining of woven shadow.
Dark Room. The interior of this coat functions as a Bag of Holding. Other creatures cannot interact with the space within this coat if you do not allow them to, including moving items in and out of the space or entering and exiting the space itself. Similar to a Bag of Holding, the weight of this coat does not change regardless of its contents.
Melding Fabric. While wearing this coat you can cast the Pass Without Trace spell without expending a spell slot. Once you cast it this way, you cannot do so again until the next dusk. When you cast the Pass Without Trace spell while wearing this coat the bonus is increased to +12 while you are in dim light or darkness.
Shadow Drinker. While in dim light or darkness you can spend one hit die to heal yourself as a bonus action. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)
Art Sources
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- Fang of Zehir
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- Authority
- Gothic
- Ebb and Flow
- Lux
- Venom
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- Blackfyre
- Ice
- Oathkeeper
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- Arc Glaive
- Glaive of Spores and Seeds
- Searing Glaive
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- Hydra
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- The Epitaph
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- Whip Axe
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- Frigid Reaver
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- Sword of Once and Future
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- Bola-Bombs
- Favor of Khazum
- Swashbuckler's Pistol
- The Weeping Blade
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- Navigator's Dagger
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- Crimson Dagger
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- Bleeding Bouquet
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- The Wailing Hunger
- Widow's Fang Tonfas
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- Kyzzierth's Renown
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- A Rogues Treat
- Ghostbound Blade
- Smoke Stick
- Whip Scythe
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- Spriggan Plate
Blades of Honor Longswords, rare (requires attunement)
These paired longswords function as a single item when attuning to them.
Each blade has a +1 bonus to attack and damage rolls.
You also gain the following benefits:
- When you use your Fighting Spirit feature you conjure the spirits of your warrior ancestors to your side, each creature of your choice within 10 feet of you takes force damage equal to the temporary hit points you gain from this feature.
- When you use your action to Dodge and are attacked by an enemy within 5 feet of you, you can make a single melee attack against that enemy, requiring no action on your part.
Stone Wail. Magical Weapon (war pick), rare
This once simple mining pick has undergone some sort of magical transformation, granting it nascent abilities.
This war pick deals an additional 1d8/1d10 force damage to non-organic enemies that are composed of stone, metal, or similar material.
When this warpick reduces an inorganic creature composed of stone, metal, or similar material to 0 hit points, the creature crumbles apart and reveals a gemstone, roll a d6 to determine the type of gemstone from the list below.
1 - Malachite (10 gp) 2 - Pearl (100 gp) 3 - Diamond (50 gp) 4 - Gold Ore (5 gp) 5 - Onyx (15 gp) 6 - Sapphire (20 gp)
Nephilim's Touch Magic Item (Other), rare
Your hands have been changed by the awakening of your celestial heritage.
Your Healing Hands ability can also be used to harm a creature. As an action you can make a melee spell attack, using your Charisma to calculate your spell attack modifier. On a hit you roll a number of d4's equal to your proficiency bonus and the target takes that amount of necrotic damage and you heal an equal amount of hit points.
Additionally, when you cast the Light cantrip, you can instead choose to invert the spell, creating an area of dim light around you in a 10 foot radius.