These magic items include weapons, armor, and wondrous items that provide a variety of combat bonuses and magical effects. The Gavel of The Ordning deals additional damage depending on runes inscribed and can ignore resistance. The Coat of The Morning Lord grants radiant damage and immunity to fear. The Medallion of Wandering Soul allows binding incorporeal creatures to assist the wearer. The Wand of Cantrip Theurgy allows modifying cantrip damage types. Umbral's Bane deals extra radiant damage to undead and can restrain or damage multiple targets.
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Custom Magic Items
These magic items include weapons, armor, and wondrous items that provide a variety of combat bonuses and magical effects. The Gavel of The Ordning deals additional damage depending on runes inscribed and can ignore resistance. The Coat of The Morning Lord grants radiant damage and immunity to fear. The Medallion of Wandering Soul allows binding incorporeal creatures to assist the wearer. The Wand of Cantrip Theurgy allows modifying cantrip damage types. Umbral's Bane deals extra radiant damage to undead and can restrain or damage multiple targets.
This polished bronze coat of half plate Armor is This six-foot metallic gnarled staff with a hammers adorned with the symbol of the Morning Lord. The head. which is used during the Ordning of giants metal is warm to the touch and imbues the wearer every few thousand years. Contains the essence of with a sense of hope. each of the giant sects with a variety of runes inscribed on the shaft. Radiant Blessing. Whilst wearing this Armor your attacks and spells ignore resistance to fire or radiant 1d8/1d10B, Versatile, +1 Weapon damage. Runic Strikes. When a rune knight inscribes this Bravery Boon. As an action you can imbue a weapon with a rune, the weapon deals an additional creature you touch with hope. For 1 minute that d6 of damage the type of which is dependent on the creature is immune to the frightened condition and rune used. the first time that creature deals damage on their turn they deal additional radiant damage equal to Rune Type Element their level. Haug (Hill Rune) Poison Ild (Fire Rune) Fire Ise (Frost Rune) Cold Medallion of Wandering Soul Skye (Cloud Rune) Acid Wondrous Item (necklace), (requires attunement) Stein (Stone Rune) Thunder A simple medallion made of semi-transparent Uvar (Storm Rune) Lightning minerals contains an eerie blueish glow and has a carving of the draconic rune for rest on them. Sandals of Wind walking Spirit Binding. When you reduce an incorporeal Wondrous Item (Sandal), (Requires Attunement) creature (e.g. Ghost, Spectre) with a CR equal to or lower than your level to 0hp you can attempt a These sandals are engraved in this light white Wisdom Saving throw with a DC = 10 + CR of filigree depictions of swirling wind. They are Creature. To bind the creature to the medallion. immediately comfortable and feel weightless. Only one creature may be bound to the medallion at Wind Walking. When you move, you can instead a time, a bound creature becomes friendly and can move by flying, however you must end on a creature, exist within your space without taking damage. solid object, or ground. If you do not, you fall and However, the spirit must remain within 30ft of the your movement ends. medallion or will start to suffer damage. When a creature is bound to the medallion you gain Rush of The Gale. Monks wearing these sandals can the following benefits. can spend 2 Ki points to cast Gust of Wind. You can use a bonus action to command the spirit to use an action and to move on your turn. Veil of Shadows A number of times equal to your proficiency Wondrous Item (Cloak), (requires attunement) bonus per long rest. This unusually blackened cloak and dusk chain shirt You can use an action to switch places with your obscures much of the wearers body from view and is spirit once per long rest. accompanied by a mysterious laced veiled which has When you are reduced to 0 Hit Points but not depictions of the sun and stars throughout it. killed outright, you can release the medallions spirit and you instead drop to a number of hit Shadow Dodge. Once per short rest you can points equal to your spirits Hit Dice automatically cause an attack to miss or succeed on a dexterity saving throw. The Veil. As an action you can wear the veil causing the shadows to cling to you. Granting you an addition 10ft of movement and advantage on Stealth (Dex) Checks whilst in darkness. However, every 10 minutes you spend in this form you must make a constitution saving throw or suffer exhaustion Wand of Cantrip Theurgy Titfur of Natures Guardian Wand , (requires attunement by a spellcaster) Wondrous Item (Hat), (requires attunement) This small wand with a transparent crystal at the tip. This simple farmers hat bears a plethora of verdant Has intricate arcane carvings and various rotating flowers and plants on the top, which form the holy sections which change the colour of the crystal. symbol of Chauntea the Great Mother of Nature. Custom Cantrip. When you complete short or long Nature Magic. this hat contains 10 charges, the rest you can select an element from Fire, Cold, charges can be used to cast the following spells. At Lightning, Acid or poison. Until your next short or dawn the hat recharges 1d6+1 charges. long rest any cantrip that deals damage you cast can (1 Charge) Longstrider, Entangle deal that damage type should you choose. Powerful Cantrips. As a bonus action, you can cause (3 Charges) Spike Growth, Bark skin the next cantrip you cast on your turn to deal an additional die of damage, or if the cantrip has (5 Charges) Erupting Earth, Plant Growth additional attacks as you level it instead gains an (7 Charges) Guardian of Nature additional attack. Primal Magic. A Druid, Ranger or other nature Umbral’s Bane related character gains +1 to their spell attack and spell save DC, additionally a druid who bears this Weapon (Whip), (requires attunement) item can cast spells using the hat whilst in wild This ornate metal whip is constructed of a Wooden shape. handle with a large flanged mace head at the tip. It thrums with an ancient boon that empowers its strikes with divine energy. Lights Reach. Has a reach of 20ft and its damage die is 1d6. Additionally, any time you strike an undead creature with this weapon it deals additional 2d6 radiant damage. Holy Weapon. As an action you can cause one of the following effects this recharges after you complete a short or long rest. (DC = 8 + Prof.*2)
A single creature within the weapons range
makes a Charisma save against the weapon or become restrained in holy chains for 1 minute, at the end of each of their turns the creature may attempt to break free. The restrained creature suffers radiant damage equal to your level each turn. Undead and fiendish Creatures have disadvantage on saves to break free.
Choose a point within 20ft, all creatures within
5ft must make a charisma saving throw or suffer 4d8 radiant damage or half as much on a successful save. Undead or Fiendish creatures suffer 8d8 radiant damage instead.