RuneScape Magic Items

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RuneScape Magic Items

Barrows Equipment



Ahrim's Ancient Tome

Wondrous Item, rare (requires attunement by a wizard, artificer, or pact of the tome warlock that can read Infernal)

This crumbling tome contains Ahrim's knowledge of the ancient magicks. Upon completing a long rest, you may attune to one of the four ancient elements. The elements and their effects are described below.

Smoke. When you deal poison damage to a creature from a spell that requires a saving throw, and the creature failed that saving throw, the creature becomes poisoned. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Shadow. When you deal necrotic damage to a creature from a spell that requires a saving throw, and the creature failed that saving throw, you gain temporary hit points equal to the number of damage dice rolled. If the creature has resistance to necrotic damage, you gain half the amount of temporary hit points instead.

Blood. When you deal fire damage, you may take one hit die of damage to re-roll a number of dice equal to your spellcasting ability modifier. You must use the new result. When you use this feature, you may also ignore a creature's resistance to fire damage, so long as it has blood.

Ice. When you deal cold damage from a spell that requires a saving throw, and the creature fails that saving throw, the creature's speed becomes reduced by half. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, your ray of frost cantrip reduces a creature's speed by 20 feet instead of 10 feet.



Ahrim's Arcane Focus

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

When you wield this arcane focus in one hand, your spells of 1st level and higher are cast as though they were 1 level higher.

Ahrim's Blighted Staff

Staff, rare (requires attunement by a wizard, sorcerer, warlock, or artificer)

While holding this staff, you gain a +1 bonus to your spell save DC.

When a creature fails its saving throw from one of your spells, it has disadvantage on the first Strength based attack roll, ability check, or saving throw it makes until the end of your next turn.

Ahrim's Blighted Wand

Wand, rare (requires attunement by a wizard, sorcerer, warlock, or artificer)

While holding this wand, you gain a +1 bonus to spell attack rolls.

When you hit a creature with a spell attack roll, it has disadvantage on the first Strength based attack roll, ability check, or saving throw it makes until the end of your next turn.



Akrisae's Doomed Mace

Weapon (mace), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you deal radiant or necrotic damage from an attack using this weapon, or from a spell using this weapon as a focus, you may re-roll any 1s and 2s on those damage dice. You must use the new result.

Akrisae's Fetid Incense Burner

Wwondrous Item, rare (requires attunement by a cleric or paladin)

This item has one charge which recharges on a long rest. As a free action, you may expend the charge to gain an additional use of your Channel Divinity.





Akrisae's Unholy Hymnal

Wondrous Item, rare (requires attunement by a creature that understands Infernal)

This ancient hymnal contains songs and prayers to a long-forgotten god. Upon completion of a long rest, you may read through the scripture, reciting a prayer to this god. You gain benefits depending on your choice of prayer, described below.

Berserker. DONA MIHI POTESTAM, ANIMUM ET FORTITUDINEM BESTIAE FIRMISSIMAE. (Give me the power, courage, and durability of the mightiest beast.)

You have advantage on Strength checks, Constitution checks, and Strength saving throws. You are immune to being frightened. Once, before you finish a long rest, when you drop to 0 hit points, you may use your reaction to instead drop to 1 hit point.

Deflection. ARCETO IMPETUM BESTARIUM RECREATORUM, MAGORUM, TELORUM, ET GLADITORUM. (I deflect attacks of resurrected beasts, mages, missiles, and melee.)

You may use your reaction to reduce any incoming damage by 1d10. The attacker takes half of this damage. The damage reduction is applied before any resistances, vulnerabilities, and immunities are applied.

Soul Split. ADVOCO INSANIAM HAERETICORUM IN PECTUS MEUS ET ANIMAM MEAM. (I call to my heart and soul the madness of heretics.)

Whenever you deal damage to a creature, it cannot be healed until the creature completes a long rest. If you kill a creature, it cannot be resurrected short of a wish spell.

Turmoil, Anguish, and Torment. IMPLE INIMICA MEA TUMULTU, ANGORE, ET DOLORE. (Fill my enemy with confusion, distress, and pain.)

You gain a +1 bonus to attack rolls, weapon damage rolls, and your spell or class save DC.



Amulet of the Forsaken

Wondrous Item, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this amulet.

Blighted Rebounder

Wondrous Item, rare (requires attunement by a spellcaster)

You gain a +1 bonus to your spell attack rolls and spell save DC while using this item as an arcane focus.

At the start of each of your turns, you can transfer some or all of the item's bonus to your Armor Class, instead of using the bonus on any spells for that turn. For example, you could reduce the bonus to your spell attack rolls and spell save DC to 0 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the item to gain a bonus to AC from it.



Corrupted Defender

Weapon (dagger), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

At the start of each of your turns, you can transfer some or all of the dagger's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to 0 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the dagger to gain a bonus to AC from it.

Dharok's Empowering Belt

Wondrous Item, rare (requires attunement)

While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.

Dharok's Precious Memento

Wondrous Item, rare (requires attunement)

This memento of Dharok's is an amulet strung together wwith a lock of golden hair.

While wearing this amulet, you score a critical hit on a roll of 19 or 20 on the d20.

Dharok's Wretched Greataxe

Weapon (greataxe), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you have less than half of your hit points remaining, this weapon deals an additional die of damage.



Guthan's Flexible Chain Mail

Armor (chain mail), rare (requires attunement)

You have a +1 bonus to AC while wearing this armor.

While wearing this armor, you gain the Martial Adept feat. However, you only learn the Evasive Footwork battle maneuver.

Guthan's Infested Warspear

Weapon (pike), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you score a critical hit with this weapon, you gain temporary hit points equal to the damage dealt.





Guthan's Possessed Helmet

Wondrous Item, rare (requires attunement)

This helmet possesses the user by an unknown, yet amicable force, making it harder for the user to become afflicted by mental conditions. While wearing this helmet, you gain immunity against becoming possessed, charmed, or frightened, as well as advantage on saving throws against any Enchantrment spells.

Karil's Chromatic Dragon Leathers

Armor (leather), rare (requires attunement)

You have a +1 bonus to AC while wearing this armor.

You gain resistance to fire, cold, lightning, acid, and poison damage.



Karil's Pistol Crossbow

Weapon (crossbow, hand), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Karil is known to have two of these crossbows. This crossbow is affixed with a magical bolt rack that continuously feeds the crossbow ammo and reloads it automatically. This crossbow does not have the loading and ammunition properties, nor does it require ammo.





Karil's Sight Scope

Wondrous Item, rare (requires attunement)

You may affix this item to a ranged weapon which lacks the thrown property. When you do so, you do not have disadvantage for attacking in the weapon's long range.

Karil's Tainted Crossbow

Weapon (crossbow, heavy), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made wwith this magic weapon.

When a creature is hit by this weapon, the saving throw it must make to maintain concentration on a spell is made at disadvantage.

Linza's Disgraced Hammer

Weapon (warhammer), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Interception fighting style.



Linza's Missile-Deflecting Shield

Armor (shield), rare (requires attunement)

While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

When a creature would hit you with a ranged weapon attack roll, but before the damage is rolled, you may use your reaction to snap the shield in place. You reduce the damage by 1d10 + your proficiency bonus (to a minimum of 0 damage).





Linza's Thousand-Fold Curiass

Armor (plate), rare (requires attunement)

You have a +1 bonus to AC while wearing this armor.

While wearing this armor, you gain the Heavy Armor Master feat.

Tainted Repriser

Weapon (crossbow, hand), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

At the start of each of your turns, you can transfer the crossbow's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to 0 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the crossbow to gain a bonus to AC from it.





Torag's Corrupted Maul

Weapon (maul), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an enemy with this weapon, it must make a DC 15 Charisma saving throw. On a failed save, the creature is unable to teleport, shift planes, or change or otherwise conceal their true form (such a creature reverts back to its true self on a fail), and has its speed reduced by half. The creature may repeat the saving throw at the end of each of its turns. On a successful save, the effect ends and the creature becomes immune to this effect for 1 minute.



Torag's Corrupted Warhammer

Weapon (warhammer), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Torag is known to have two of these hammers. When you hit an enemy with this weapon, it must make a DC 15 Charisma saving throw. On a failed save, the creature is unable to teleport, shift planes, or change or otherwise conceal their true form (such a creature reverts back to its true self on a fail), and has its speed reduced by half. The creature may repeat the saving throw at the end of each of its turns. On a successful save, the effect ends and the creature becomes immune to this effect for 1 minute.

Torag's Eldritch Visor

Wondrous Item, rare (requires attunement)

While wearing this visor, you gain truesight out to a range of 120 feet.

Torag's Plane-Bound Plate

Armor (plate), rare (requires attunement) You gain a +1 bonus to AC while wearing this armor.

While wearing this armor, you have immunity to being teleported or shifted to another plane against your will. You also have advantage on saving throws against spells and other magical effects which may cause forced movement.



Verac's Defiled Flail

Weapon (flail), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you finish a short or long rest, you may attune this flail to one of the four ancient elements: poison, necrotic, fire, or cold. Whenever you hit using this weapon, you may change to damage type to the type you attuned to.

Verac's Ensanguined Fetish

Wondrous Item, rare (requires attunement)

When you attune to this magic item, you gain one eldritch invocation of your choice.



Verac's Traitorous Brassard

Wondrous Item, rare (requires attunement)

While wearing this armband, you gain a +1 bonus to AC if you are wearing no armor.

This armband has a symbol of Zamorak. As an action, you may touch the armband to change the symbol to any other symbol. Effects Which dispel or suppress magic, or abilities which see through illusions reveal the original symbol.

While the brassard is appropriately changed, you gain advantage on Charisma checks made to pass yourself off as a member of another faction, as well as any Charisma checks made with members of that same faction.









Ancient Warriors' Equipment



Statius' Maul

Weapon (maul), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Martial Adept feat. However, you only learn the Distracting Strike battle maneuver.

Statius' Plate

Armor (plate), rare (requires attunement)

You have a +1 bonus to AC while wearing this armor.

This armor is made of adamantine, turning critical hits into normal hits.





Vesta's Chain Mail

Armor (chain mail), rare (requires attunement) You have a +1 bonus to AC while wearing this armor.

This armor consists of Vesta's chain mail and chain skirt. This armoris made of mithral - it does not have a strength requirement nor does it impose disadvantage on your stealth checks.



Vesta's Longsword

Weapon (longsword), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Martial Adept feat; however, you only learn the Feinting Attack battle maneuver.



Vesta's Spear

Weapon (pike), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Martial Adept feat; however, you only learn the Brace battle maneuver.



Morrigan's Handaxe

Weapon (handaxe), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Martial Adept feat; however, you only learn the Trip Attack battle maneuver.



Morrigan's Javelin

Weapon (javelin), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Martial Adept feat; however, you only learn a special battle maneuver called Phantom Strike, described below.

Phantom Strike. When you make a ranged weapon attack roll against a creature, you can expend one superiority die. The creature gains no bonus to AC from half or three-quarters cover. If you hit, add the superiority die to the weapon's damage roll.



Morrigan's Leather Armor

Armor (leather), rare (requires attunement)

You have a +1 bonus to AC while wearing this armor.

This armor grants you a climbing and swimming speed equal to your walking speed. Additionally, you may jump vertically or horizontally twice the normal distance, though you cannot jump farther than your remaining movement would allow.



Zuriel's Robes

Wondrous Item, rare (requires attunement by a spellcaster)

While wearing this set of robes, you have resistance to poison damage, and advantage on checks made to resist the poisoned condition. Additionally, your spell save DC is increased by 1.

Zuriel's Staff

Staff, rare (requires attunement by a spellcaster)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls.

The staff has 1 charge which recharges on a short or long rest. You may use an action to expend the charge and activate the weapon's special ability, Miasma, described below.

Miasma. You fill the air with toxicity, causing your opponents to choke and suffer. You cast the slow spell; however, the affected creatures must make a Constitution saving throw instead of a Wisdom saving throw. Creatures which have advantage on saving throws against, or are immune to the poisoned condition have advantage on, or immunity to this spell, respectively.









God Books



Armadyl's Book of Law

Wondrous Item, rare (requires attunement by a follower of Armadyl)

This book contains the scripture and tenets of Armadyl, the god of law. After spending time reading the book during a short or long rest, you may later recall the scripture as a free action. In doing so, you activate the book's special ability, Liberation. You cast freedom of movement on yourself, requiring no verbal, somatic, or material components.













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Bandos' Book of War

Wondrous Item, rare (requires attunement by a follower of Bandos)

This book contains the scripture and tenets of Armadyl, the god of law. After spending time reading the book during a short or long rest, you may later recall the scripture when rolling initiative. In doing so, you activate the book's special ability, Proclamation of War. Your instincts kick in at the slightest whiff of confrontation. You gain advantage on the initiative roll, and the first attack you make on your first turn is made at advantage.













Guthix's Book of Balance

Wondrous Item, rare (requires attunement by a follower of Guthix)

This book contains the scripture and tenets of Guthix, the god of balance. After spending time reading the book during a short or long rest, you may later recall the scripture as a reaction to any roll of the d20 made by you or another creature. You may use this reaction after you see the roll, but before the results are determined. In doing so, you activate the book's special ability, Give and Take. Your spirit takes extreme measures to realign the balance of the world around you. You may treat the d20 roll as a 10, but you lose take one hit die of damage.





















Saradomin's Book of Wisdom

Wondrous Item, rare (requires attunement by a follower of Saradomin)

This book contains the scripture and tenets of Saradomin, the god of wisdom. After spending time reading the book during a short or long rest, you may later recall the scripture as a reaction to a Wisdom (Insight) check or Wisdom saving throw. You may use this reaction after seeing the result of the roll, but before the outcome is determined. In doing so, you activate the book's special ability, Steadfast and Focused. You calm your mind from outside distractions. You may reroll the check or saving throw with advantage, but must use the new result.





Zamorak's Book of Chaos

Wondrous Item, rare (requires attunement by a follower of Zamorak)

This book contains the scripture and tenets of Zamorak, the god of chaos. After spending time reading the book during a short or long rest, you may later recall the scripture as a free action. In doing so, you activate the book's special ability, Strength Through Chaos. The book radiates magical energy outwards, affecting the minds of those nearby. Everyone within 30 feet of you that can hear you, including your allies and yourself, must make a DC 15 Wisdom saving throw or suffer the effects of the confusion spell until the end of your next turn.









Ancient Book

Wondrous Item, rare (requires attunement by a follower of the Great Lord)

This book contains the scripture and tenets of an ancient deity, referred to as the Great Lord. After spending time reading the book during a short or long rest, you may later recall the scripture as a reaction when dropping to 0 hit points. In doing so, you activate the book's special ability, Perseverance of the Persecuted. You connect to the spirit of a previous follower of the Great Lord, who gives you momentary strength to continue through your oppression. You retain 1 hit point, and you cannot be reduced below 1 hit point until the start of your next turn.













God Wars Dungeon Equipment



Armadyl Breastplate

Armor (breastplate), very rare (requires attunement)

You have a +2 bonus to AC while wearing this armor.

While wearing this armor, your flying speed increases by 15 feet. If you do not have a flying speed already, this armor grants you one. You may get up from a prone position using only 5 feet of movement. You also have advantage on Dexterity saving throws and Dexterity (Acrobatics) checks while wearing this armor.







Armadyl Buckler

Armor (shield), very rare (requires attunement)

This shield attaches to the hand with a simple, yet snug strap. While wielding this shield, you may use the hand it is attached to to perform simple tasks such as pulling a lever, holding an item, or reloading a ranged weapon. You cannot use this hand to make weapon attacks or perform the somatic components of spells. The shield partially deflects magical energy, granting you a +1 bonus to saving throws against spells and other magical effects.











Armadyl Crossbow

Weapon (crossbow, hand), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Martial Adept feat; however, you only learn the Precision Attack battle maneuver. The magic of this crossbow can be used to control the winds around the bolt, guiding it to the target. When using this battle maneuver, the target gains no benefits from half or three-quarters cover. You may target something behind total cover so long as you know exactly where the target is and there is a path for your bolt to reach the target.



Armadyl Godsword

Weapon (greatsword), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 2 charges which replenish on a long rest. When you make an attack with this weapon, you may expend one charge to activate the weapon's special effect, Armadyl's Judgement. You roll the attack with advantage. If it hits, it is counted as a critical hit.









Bandos Godsword

Weapon (greatsword), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 2 charges which replenish on a long rest. When you make an attack with this weapon, you may expend one charge to activate the weapon's special effect, Warstrike. You roll the attack with advantage. If it hits, all attack rolls against the target have advantage until the end of your next turn.



Bandos Half Plate

Armor (half plate), very rare (requires attunement)

You have a +2 bonus to AC while wearing this armor.

While wearing this armor, you are treated as one size larger for the purposes of pushing, shoving, grappling, and carrying creatures and objects. If this would make you larger than an opposing creature, you have advantage on Strength (Athletics) checks for performing or resisting these actions. If you target an object with one of these actions, you gain advantage on the Strength (Athletics) check.

Bandos Warshield

Armor (shield), very rare (requires attunement)

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

When you roll for initiative, this shield grants you temporary hit points equal to your Constitution modifier.











Saradomin Godsword

Weapon (greatsword), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 2 charges which replenish on a long rest. When you take the Attack action with this weapon, you may expend one charge to activate the weapon's special effect, Healing Blade. Roll the first attack with advantage. Any attacks made with this weapon until the start of your next turn heal you for half the amount of damage dealt.





Saradomin Sword

Weapon (greatsword), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Martial Adept feat; however, you only learn the Disarming Attack battle maneuver. When you use this battle maneuver, you activate the weapon's special attack, Saradomin's Lightning. Lightning drops from the sky, shocking the target and forcing them to drop an object. The damage type of your attack is lightning.



Robes of Subjugation

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

You gain the following benefits while wearing the robe:

  • If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
  • You gain one eldritch invocation of your choice.
  • Your spell save DC and spell attack bonus each increase by 2.


Ward of Subjugation

Armor (shield), very rare (requires attunement by an arcane spellcaster)

This shield is formed of eldritch energy and floats around one of the user's hands. This leaves the user's hand completely free to cast somatic components of spells, make weapon attacks, or perform other tasks.



Zamorak Godsword

Weapon (greatsword), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 2 charges which replenish on a long rest. When you make an attack with this weapon, you may expend one charge to activate the weapon's special effect, Ice Cleave. You roll the attack with advantage. The target must also make a DC 17 Strength or Dexterity saving throw or be restrained by ice. If your attack hit, the first saving throw is made at disadvantage. The target may repeat only the Strength saving throw at the end of each of its turns, ending the effect on a success.





Zamorakian Spear

Weapon (pike), rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you gain the Martial Adept feat; however, you only learn the Pushing Attack battle maneuver. When using this battle maneuver, you activate the weapon's special attack, Shove. If the creature failed its saving throw, it is also knocked prone.





Fremennik and Dungeoneering Equipment



Amulet of Zealots

Wondrous Item, uncommon (requires attunement)

This amulet inspires the wearer with divine fervor. Whenever you roll to deal radiant damage, you may re-roll any 1s and 2s. You must use the new result.



Anti-Poison Totem

Wondrous Item, uncommon (requires attunement)

While holding this totem in one hand, you have resistance to poison damage. You also have advantage on checks and saving throws against poisons and diseases, including checks to cure these conditions.



Arcane Necklace

Wondrous Item, uncommon (requires attunement)

The necklace has 3 charges, which replenish on a long rest. While wearing this necklace, when you cast a cantrip, you may expend a single charge to change the shape and range of your cantrip. The options are described below. All creatures within the affected zone suffer the effects as if they had been targeted by the cantrip. If the cantrip requires an attack roll, roll separately for each target.

Pulse. The cantrip emanates in a 5 foot sphere around yourself. You may choose if you are affected by the cantrip or not.

Blast. The cantrip's shape becomes a sphere with a 5 foot radius. The range remains unchanged.

Stream. The cantrip's shape becomes a 30 foot line, originating from yourself.







Brawler's Necklace

Wondrous Item, uncommon (requires attunement)

The necklace has 3 charges, which replenish on a long rest. While wearing this necklace, you become proficient in unarmed attacks, and your unarmed fighting die becomes a d6. If you already have an unarmed fighting die or martial arts die, it increases by 1 size instead. During your turn, when you make an unarmed attack, you may expend a single charge to produce one of the following effects:

Jab. You test the opponent with a quick, light shot while keeping your guard up. Until the end of your turn or until you attack again, attacks of opportunity made against you are made at disadvantage.

Hook You aim to deliver a powerful blow to the opponent, who becomes momentarily preoccupied defending against your assault. You take the Help action to aid your allies in attacking the creature.

Knockout You aim to finish the opponent. If you hit, the creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be momentarily dazed and fall prone.





Farsight Necklace

Wondrous Item, uncommon (requires attunement)

The necklace has 3 charges, which replenish on a long rest. While wearing this necklace, when you take the Attack action during your turn to make a ranged weapon attack, you may expend a single charge to produce one of the following effects:

Quick Shot. You aim and reload with dizzying speed. You may use your bonus action to reload and make 1 additional attack with the same weapon.

Snapshot. You quickly hone in on targets moving in close quarters. Until the end of your turn, being within 5 feet of an opponent does not give disadvantage on your ranged weapon attacks.

Sniper. The precision and power of your ranged weapon become augmented. You may attack in your weapon's long range without disadvantage.







Imbued Bone Necklace

Wondrous Item, rare (requires attunement by a spellcaster)

These necklaces consist of a simple string and bone of a creature. They take many forms including a twisted bird's skull, a split dragon's tooth, or the horn of a demon.

While wearing one of these necklaces, you regain a spell slot when slaying a creature whose CR is greater than your level.





Ring of Kinship

Ring, uncommon (requires attunement)

While wearing this ring, it becomes warm when within 30 feet of another member of your race. You gain advantage on Wisdom (Insight) checks and Charisma (Persuasion) checks against members of your race, who generally regard you as a friendly acquaintance.











Tome of Frost

Wondrous Item, very rare (requires attunement)

You gain resistance to cold damage. Whenever you hit a target with an attack roll or the target fails its saving throw against one of your spells, and you deal cold damage with that attack or spell, the target's speed is reduced by half until the start of your next turn.



 

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