M'jal's Mighty Tome - Magic Items

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M'jal's Mighty Tome

Magic Items
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Magic Items
Army Chest Bear Claws
Wondrous Item, very rare
This 3 foot long, 2 foot wide and Dagger, uncommon
2 foot tall wooden chest is banded with iron. It can store up This pair of daggers have a padded hilt that is slipped on,
to 50 pounds. When the lid is closed, a command word giving the wearer the appearance of having large bear claws.
spoken and the chest given a small kick, the top flies open, While worn, the bearer cannot be disarmed. The daggers
revealing an extradimensional space. Immediately, 5d4 grant a +1 magical bonus to hit and damage.
veterans spill forth from the chest, ready to follow the Once per day, the wearer can turn into a black bear as an
commands of the one who summoned them forth. The action. All of the wearer's gear melds into the new form.
veterans remain until slain or commanded back into the While in bear form, the wearer retains their own Intelligence,
chest. Once used, the chest's magical ability cannot be used but otherwise uses the stats of a black bear, including hit
again until the next dawn. points. The transformation lasts for 1 hour or until the
wearer is reduced to 0 hit points. When the transformation
Battle Beads ends, the wearer returns to their normal form and any
Wondrous item, uncommon (requires attunement) melded gear returns to normal. Likewise, the wearer is
This necklace of large wooden beads is used both for returned to their former hit point total before transformation.
meditiation and combat. The wearer gains a +1 bonus to Bell of the Underworld
Religion (Wis) skill checks and Insight (Wis) skill checks.
Furthermore, once per day the wearer can cast Sanctuary, Wondrous Item, rare
targeting themselves. Lastly, the wearer can make an This brass bell and accompanying striker is about 6 inches
unarmed attack as a bonus action - using Strength or long, and the bell can be held in one hand and struck with the
Dexterity to hit and damage, dealing 1d6 damage on a hit. accompanying striker with the other hand. When struck as an
When worn by a monk, the secret powers of the beads are action, it replicates the effects of the Toll the Dead cantrip.
revealed. The bonus to skill checks increases to +2, and the Once per day as an action, when struck it can instead
Sanctuary spell can be used a number of times per day equal reproduce the effects of the Clerical Channel Divinity: Turn
to the wearer's proficiency bonus. Likewise, once per day Undead ability. The latter ability recharges each night at
when taking a short rest, the monk can regain a number of Ki midnight.
points equal to their Wisdom modifier (min 1).
The bead's abilities recharge at dawn each day, as long as Black Marentail's Coffin
the wearer performs one hour of meditation before the item Wondrous Item, very rare
recharges. This six-foot long dark mohogany box is covered in
Bear Armor necromatic glyphs. When opened, it reveals an interior lined
in red satin with gold trim. If closed and the coffin's command
Armor (Hide) , uncommon (requires attunement) word is spoken aloud, the next round at initiative count 20 the
This hide armor is made from bearskin. Once attuned, it coffin shakes and opens, revealing an animated skeleton
allows the wearer to turn into a brown bear as an action. All (50% chance) or zombie (50% chance). The created undead
of the wearer's gear melds into the new form. While in bear obeys its creator to the best of its abilities for one full day,
form, the wearer retains their own Intelligence, but otherwise then become uncontrolled.
uses the stats of a black bear, including hit points. The The coffin can be used up to six times per day, and regains
transformation lasts for 1 hour or until the wearer is reduced all it charges at dawn.
to 0 hit points. When the transformation ends, the wearer
returns to their normal form and any melded gear returns to Black Marentail's Urn
normal. Likewise, the wearer is returned to their former hit Wondrous Item, very rare
point total before transformation. This twin-handled brass urn is etched with a necromatic
The armor's transformation ability recharges at dawn. rune on its front, and sealed with a wax stopper. As an action,
the wielder can sieze the urn in both hands and whisper into
its top, bringing forth a ghost. The ghost acts on its own
initiative count and obeys the caster's verbal commands to
the best of its ability. If left uncommanded, it will act on its
own intent, possibly to the detriment of the wielder. The
ghost remains for up to one hour, until commanded to return
to the urn or if it moves more than 120 feet from the urn. The
ghost can be called forth up to five times per day, or until
slain. All uses of the urn reset at sundown.
Boar's Belt Book of Recorded Deeds
Wondrous Item, lesser - uncommon; greater - rare Wondrous Item, very rare (requires attunement)
(requires attunement) This large tome is bound between two thick leather-
This item comes in one of two forms - a lesser and a covered ends, and chased with gold filigree. When first found,
greater version. The thick leather belt has one side covered in its pages appear blank with the exception of a short bit of
bristly hair and is fastened with a boar-shaped buckle. The script indicating wording akin to "A Record of the Famous
lesser belt's buckle is silver, while the greater belt's buckle is Deeds of ...", with a single line underneath for a signature.
golden. Both versions have 5 charges, which allow the wearer Once it is signed, the book becomes attuned to the signer and
to use False Life with each charge. its first few pages are instantly covered with a flattering
Furthermore, once per day, as an action the wearer can recitation of the signer's deeds up to that point. As the signer
transform into a boar for up to 1 hour. The lesser belt allows continues to adventure, the pages automatically record the
transformation into a boar, while the greater belt allows deeds, in a flattering manner. While the tome exists and is on
transformation into a giant boar. All of the wearer's gear the same plane as the signer, the tome continues to records
melds into the new form. While in boar form, the wearer and its owner gains a 10% bonus to all earned experience
retains their own Intelligence, but otherwise uses the stats of points.
the appropriate boar, including hit points. The transformation Once per day, if the book is in the signer's possession, as a
lasts for 1 hour or until the wearer is reduced to 0 hit points. bonus action they can draw upon the magic within to cast
When the transformation ends, the wearer returns to their Heroism upon themselves (with an assumed spellcasting
normal form and any melded gear returns to normal. ability modifier of +5).
Likewise, the wearer is returned to their former hit point total Altering the text of the book - which can only be done by
before transformation. magical means - does not affect the actual events that have
The transformation and items charges are restored at each occurred. If the book is destroyed, the gained experience is
dawn. not lost.
Boar's Tooth Necklace Bottled Tears
Wondrous Item, uncommon Wondrous item, uncommon
This necklace of boar hair starts with a full set of 22 lesser This small vial contains a clear, salty liquid. When spilled
teeth and two tusks. When the wearer takes an action to toss on an individual - which can be done to enemies as a melee
one of the teeth to the ground, it turns into a wild boar that is weapon attack - the target must make a DC 13 Wisdom save
loyal to the bearer. If one of the tusks is tossed to the ground or fall into a deep fugue. An affected target can only move at
as an action, it transforms into a giant boar that is loyal to half speed and has disadvantage on saving throws, attacks
the bearer. The created boar remains until slain, or released and skill checks for one minute. If the target is not in
from the bearer's service. immediate danger, it will simply slump to the ground and
As an alternative, as a bonus action the wearer can remove take no action until disturbed or the effects wear off.
a tusk from the necklace and hand another the tooth within
reach. If the recipient takes an action to chew one of the teeth Cloak of the Glade
or tusks from the necklace, they are transformed. If a simple Wondrous item, rare
tooth is gnawed, the recipient becomes a boar. If a tusk is This encompasing cloak and hood is camoflagued with
gnawed, the recipient becomes a giant boar. All of the very realistic woodland patterns. When the wearer is in a
gnawer's gear melds into the new form. While in boar form, non-desert wilderness area, they gain advantage on Stealth
the wearer retains their own Intelligence, but otherwise uses (Dex) skill checks to hide. Once per day, in such an
the stats of the appropriate boar, including hit points. The environment, if the hood is put up the wearer gains
transformation lasts for 1 hour or until the wearer is reduced invisibility.
to 0 hit points. When the transformation ends, the wearer Furthermore, if the cloak is worn by a non-drow elf or a
returns to their normal form and any melded gear returns to druid, the wearer can utilize the secret powers of the cloak.
normal. Likewise, the wearer is returned to their former hit As an action, the wearer can use longstrider and tree stride
point total before transformation. once per day apiece.
Once used, the teeth are not replenished. If a tooth is The cloak regains the use of all of its abilities at dawn each
removed from the necklace but not used within one minute, it day.
magically returns to the necklace.
Crooked Knife
Weapon (dagger), rare
This ivory-handled dagger has a skull-shaped pommel and
a wave-shaped blade. When used in the off-hand, it grants the
weilder a +1 to hit, and on a hit deals 1d8+1 magical piercing
damage. Once per short rest, as a bonus action the weapon
can be commanded to coat itself in poison, giving the blade a
greenish sheen. On the weapons next hit, it deals its normal
damage plus an additional 2d8 poison damage.
Darts of Seeking Dwarven Pickaxe
Weapon (dart), common Weapon (axe/pick), rare
These small green darts are generally found in clusters of This unusual weapon has a head with a pick on one side
3-5. As an action, the owner can speak the dart's command and an axe on the other. The wielder gains a +1 bonus to hit
word and point at a target within 120 feet. The darts and damage with the weapon - unless they are a dwarf, in
unerringly fly and strike the target, dealing 1d4+1 magical which case the weapon grants a +2 bonus to hit and damage.
piercing damage on a hit. The darts can be used a number of Furthermore, in the hands of a dwarf, when the item is
times equal to the owner's proficiency score per day. used to dig, it can hew through materials at the rate of one
The dart's power recharges each day at dawn. cubic foot per round without dulling or breaking. The pick
side can be used to dig through stone or rock, while the axe
Death Mask side can be used for hewing through wood or similar
Wondrous item, uncommon (requires attunement) materials.
This fearsome wooden mask is decorated with brilliant Elemental Shirt
paint and feathers, depicting a fearsome visage. Written on
the inside of the mask are magical runes of destruction and Armor (none), uncommon (requires attunement)
fear. This colorful, short-sleeved shirt sparkles prismatically.
When donned, as a bonus action the wearer can radiate an When worn, it gives the wearer a base AC of 14. Once per
aura of fear. Those within 15 feet of the wearer must make a day, the wearer can cast Protection from Energy without
DC 13 Wisdom save. On a failure, the target becomes requiring concentration.
frightened of the wearer until they leave the area of effect. A The shirt's power recharges at dawn.
target that makes a successful save is unaffected by further
uses of the mask. Falconer's Gloves
Furthermore, once per day, if the wearer is reduced to 0 hit Wondrous item, uncommon (requires attunement)
points, they instead retain 1 hit point. This pair of leather gloves incorporates hard leather
Doomed Sandals of the Evoker bracers traced with magical symbols of birds of prey. As an
action, the wearer can rap the bracers together to cast
Wondrous item, rare (requires attunement) Animal Friendship on nearby birds of prey. This ability can be
These worn-looking leather sandals have soles that are used up to five times a day.
inscribed with glowing runes of power and smell slightly of Furthermore, once per day, as an action the wearer can
burned flesh. The sandals have 5 charges. They can be used transform themselves into either a eagle for up to four hours
to cast the following spells as an action, at a spell level equal or a giant eagle for one hour. All of the wearer's gear melds
to the number of charges expended. The spells have a into the new form. While in eagle form, the wearer retains
spellcasting save DC of 15. their own Intelligence, but otherwise uses the stats of the
1-5 charges - Magic Missile appropriate eagle, including hit points. The transformation
2-5 charges - Scorching Ray lasts as indicated above or until the wearer is reduced to 0 hit
3-5 charges - Lightning Bolt points. When the transformation ends, the wearer returns to
their normal form and any melded gear returns to normal.
When worn by a sorcerer, the secret powers of the sandals Likewise, the wearer is returned to their former hit point total
are unlocked. The charges can be used to cast spells or be before transformation.
converted to sorcery points for casting spells or using The gloves recharge all uses of its ability at dawn each day.
metamagic. Furthermore, the save DC of any spell cast from
the sandals uses the owner's spell saving throw DC. Fang of the Dragon
The sandals regain all charges at noon each day. Weapon (short sword), rare
This slightly curved short sword has a blade made of ivory
Drum Juice with an intricate hilt depicting twined dragons. Each weapon
Wondrous item, uncommon is attuned to one element - acid, fire, ice, lightning, or thunder.
This powerful, silvery juice comes in a wooden bowl with a This magic weapon provides a +1 bonus to hit and damage. It
taut leather cover. If the cover is tapped, the whole responds also provides the wielder with resistance to damage from the
with a rolling, drum-like sound like echoing thunder. element it is attuned to while held.
As an action, the cover can be removed and a small amount Furthermore, as an action, the weilder can speak the
of the liquid poured out. Upon striking the ground, it weapon's draconic name and sheath it in elemental energy it
reproduces the effect of a thunderwave spell. is attuned to. The invoked weapon then deals an additional
The bowl contains enough liquid for 7 levels of use, which 1d6 damage of the attuned elemental type. This elemental
can be portioned for multiple low-level uses or combined into charge lasts for one minute.
a longer pour for a more powerful use. The liquid replenishes In the hands of a dragonborn whose racial resistance
one level of use every dawn. matches the weapon, it allows its owner to use their breath
weapon as an ability that recharges on a short rest.
Fiend Box Figurine of Wondrous Power
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small
This small cube of heavy metal has intricate carvings on enough to fit in a pocket. If you use an action to speak the
each of its faces. The cube is segmented allowing the faces to command word and throw the figurine to a point on the
be manipulated and altered. If the weilder takes one minute ground within 60 feet of you, the figurine becomes a living
and makes three successful Arcana (Int) DC 15 checks, they creature. If the space where the creature would appear is
are able to activate the magical gate contained within the occupied by other creatures or objects, or if there isn't
cube's core. Roll on the table below for the entity that enough space for the creature, the figurine doesn't become a
summoned, which appears at a point designated by the creature.
weilder within 30 feet. The creature is friendly to you and your companions. It
On a roll of 01, 50 or 100, the summoned fiend is understands your languages and obeys your spoken
uncontrolled. Otherwise, the summoned fiend is bound to commands. If you issue no commands, the creature defends
obey the commands of the wielder for one hour, acting on its itself but takes no other actions. See the Monster Manual for
own initiative count. If the fiend is dismissed before the hour the creature's statistics.
expires, it returns to its home plane. The creature exists for a duration specific to each figurine.
If the hour expires, the fiend is no longer bound to the At the end of the duration, the creature reverts to its figurine
commands of the wielder and can no longer be dismissed. form. It reverts to a figurine early if it drops to 0 hit points or
d100 roll Summoned entity
if you use an action to speak the command word again while
touching it. When the creature becomes a figurine again, its
01 Pit Fiend property can't be used again until a certain amount of time
02-03 Ice Devil has passed, as specified in the figurine's description.
Beryl Shark (Uncommon) This beryl statuette depicts a
04-08 Horned Devil shark chasing its own tail. When immersed in water and the
09-15 Chain Devil command word spoken, it becomes a giant shark for up to 6
16-24 Bone Devil
hours. Once it has been used, it cannot be used again for 2
days.
25-35 Barbed Devil Brass Spider (Uncommon) This brass ball unfolds into a
34-38 Bearded Devil giant wolf spider upon command. It can be active for up to
four hours before it must recharge for one day.
39-50 Imp Charcoal Dog (Rare) This crudely carved lump of coal has
50 Arcanoloth glittering embers for eyes. When activated, it transforms into
51 Ultroloth
a Death dog for one hour. Once used, it takes three days to
recharge.
52-53 Nycaloth Diamond Spider (Very Rare) This faceted gemstone is
54-60 Mezzoloth made of three diamonds with crystal legs and eight tiny
sapphire eyes. When activated, it vanishes to be replaced with
51-60 Imp a Phase Spider for up to one hour. After use, it takes 7 days
61-70 Quasit to recharge.
71-78 Manes
Jade Crocodile (Rare) This elegant jade statue depicts a
thrashing crocodile. When commanded, it transforms into a
78-87 Vrock giant crocodile for up to two hours. After use, it takes 3 days
86-92 Hezrou to recharge.
Jasper Dog (Rare) This red and black-flecked carving of a
93-97 Glabrezu bulldog has black pits for eyes and is usually found in a
98-99 Maralith cluster of three joined statues. When commanded, each can
100 Balor
transform into a Hellhound for up to four hours. After use,
the statue cannot be activated again for 7 days.
Iron Beetle (Uncommon) This solid, tarnished iron statue
If the summoned fiend is dismissed or slain, the box feels unusually heavy in the hand. When commanded, it
cannot be reused until the next sundown. transforms into a Giant stag beetle for up to 8 hours. Once
used, it must recharge for 3 days.
Quartz Steed (Uncommon) This near-white, translucent
carving of a galloping horse is flecked with black streaks that
resemble gusts of winds. When commanded, it transforms
into a riding horse for up to 12 hours. It is recharged every
day at dawn.
Pearl Octopus (Rare) This glossy, white and pink statue is
carved from a single giant pearl. When activated, it
transforms into a giant octopus for up to 2 hours. It is
recharged by 4 hours of immersion in salt water.
Porcelain Doll (Rare) This porcelain doll has unnaturally Wooden Bear (Rare) This hand-carved piece of wood is
white skin and is dressed in ragged clothing made of actual lovingly carved into the image of a growling bipedal bear.
cloth. It is usually found in sets of 2-5 dolls. If set on the When activated, it becomes a brown bear for up to one hour.
ground and the command word spoken, it transforms into a a Once used, it takes 2 days to recharge.
Juju zombie for up to 4 hours. The doll recharges every night Velvet Mule (Uncommon) This wooden carving of a
at sundown. donkey is covered in soft gray felt. When activated, it
transforms into a mule with double the carrying capacity
(840 lbs.) for up to 10 hours. If so desired, when it transforms
Juju Zombie back, all gear and items it is carrying can become
miniaturized copies that appear on the carving - though they
Medium undead, neutral evil can only be accessed by transforming the statue back into
Armor Class 13 (natural armor)
donkey form. Once used, the statue regains its charge at the
Hit Points 51 (6d8 + 24) next sunrise.
Speed 30 ft., climb 30 ft.
Feathered Cap
STR DEX CON INT WIS CHA
Wondrous item, rare (requires attunement)
This felt bycocket is adorned with a single colored feather.
16 (+3) 12 (+1) 18 (+4) 6 (-2) 8 (-1) 5 (-3) Once attuned, it doubles the acuity of the wearer's eyesight,
granting advantage on Perception (Wis) skill checks when
Saving Throws Wis +1 detecting things by sight.
Damage Resistances cold, fire, lightning; Furthermore, once per day the wearer can select a single
bludgeoning, piercing, and slashing from target they can see, marking it. Thereafter, whenever the
nonmagical attacks wearer makes an attack roll against the target, they gain a +1
Damage Immunities necrotic, poison bonus to hit and deal an additional 1d6 damage on a hit.
Condition Immunities charmed, frightened, If the wearer is a Ranger, they may use the marking ability
poisoned
Senses darkvision 60 ft., passive Perception 9
up to 5 times per day. All of the items uses recharge at dawn
Languages understands the languages it knew in life
each day.
but can’t speak
Challenge 2 (450 XP) Flower Bed
Wondrous item, rare
Brute. Melee weapon deals one extra die of its This small brooch is decorated as a small clutch of multi-
damage when the juju zombie hits with it (included colored flowers. When cast upon the ground to a spot within
in the attack). 30 feet of the owner and the command word spoken, it turns
Undead Fortitude. If damage reduces the zombie to into a campsite with a medium-sized campfire and four one-
0 hit points, it must make a Constitution saving person tents. The campsite remains until the command word
throw with a DC of 5 + the damage taken, unless is spoken again.
the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. Fortress Armor
Actions Armor (plate), very rare (requires attunement)
This set of iron plate is covered in carvings reminicent of
Multiattack. The juju zombie makes two slam fortress wall and grants a magical +1 bonus to AC. As an
attacks.
Slam. Melee Weapon Attack: +5 to hit, action, the wearer can activate the special properties of the
reach 5 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage.
armor. The wearer's speed becomes 0, the AC bonus
increases to +4 and an iron, self-loading hand crossbow
appears on the wearer's offhand (with 20 bolts of
ammunition). As a reaction or bonus action, the wearer can
Ruby Dragon (Legendary) This intricate carving is speak the command word that transforms the suit back.
unusually large - about two feet in length. It is covered in ruby
scales with teeth and claws made of carved ivory. It has
glittering eyes made of orange citrines. When commanded, it
transforms into an adult red dragon for one hour. The statue
must be immersed in a bonfire for one hour and left under a
starry night for 30 days to recharge.
Silver Snake (Uncommon) This thin, hollow silver statue
of a winged snake has glittering red eyes made of jacinth.
When commanded, it transforms into a flying snake for up to
4 hours. Once used, it takes 2 days to recharge.
Tin Beetle (Uncommon) This sharp-edged, hollow statue
has bits of red-stained glass in its abdoment. When activated,
it transforms into a giant fire beetle for up to 4 hours. After
use, it takes 2 days to recharge.
d100 + level Devil
Fox Boots
01-14 Imp
Wondrous item, rare (requires attunement)
These soft leather boots are adorned with a tuft of fox fur. 15-29 Spined Devil
While worn, the wearer increases their land movement by 10 30-49 Bearded Devil
feet and gains advantage on Sleight of Hand (Dex) skill
checks. 50-64 Barbed Devil
Furthermore, as an action, the wearer can transform into a 65-84 Chain Devil
fox for up to 4 hours. While in fox form, the wearer retains 85-94 Bone Devil
their own Intelligence, but otherwise uses the stats of a fox,
including hit points. The transformation lasts as indicated 95-99 Horned Devil
above or until the wearer is reduced to 0 hit points. When the 100-110 Ice Devil
transformation ends, the wearer returns to their normal form
and any melded gear returns to normal. Likewise, the wearer 111+ Pit Fiend
is returned to their former hit point total before
transformation. Instant Door
Wondrous item, rare
Gloves of Crafting This unassuming hinged plank of wood is merely 6 inches
Wondrous item, very rare (requires attunement) tall and resembles a door frame. When set upon the ground
These heavy leather gloves are reinforced with brass rivets and a known destination is spoken, the door enlarges to 7
and adorned with artwork depicting a smith at work. While feet tall. Opening the door creates a portal to an affixed
worn, the wearer can create mundane objects in half the doorway at the named destination, and passing through the
normal time and grants proficiency in smith's tools. doorway sends individuals passing through the doorway to
Furthermore, while the gloves are worn, the wearer is treated the destination. The passage is one-way. Once on the other
as possessing a full set of smith's tools. side, if the doorway is closed the item shrinks back to its 6
inch size and appears at the foot of the owner, whether they
Hedge Wand are at the original location or new destination.
Once used, the door cannot be reused until the next dawn.
Wand, lesser - uncommon (requires attunement); greater -
very rare (requires attunement) Kirk's Music Box
This simple wand made of jasper and bound in brass. Each
wand is empowered with 1-3 cantrips. Once the owner is Wondrous item, rare
attuned, the owner of a lesser hedge wand can utilize the This small tin box about two inches long that is decorated
stored cantrips as if they had a spellcasting modifier of +5 or with brass chasing. The item contains 10 charges.
DC 13 as if they were a 1st level caster. A greater hedge wand On one face of the box is small silver button. When
allows casting of the cantrips as if the owner had a pressed, a charge is expended and the item plays a melody of
spellcasting modifier of +8 or DC 16 and were an 11th level the user's choice, lasting about 5 minutes. If the button is
caster. pressed twice, two charges are expended and the item plays a
melody accompanied by a phantasmal illusion of the user's
Hell Brazier choice that dances in time to the music. The illusion cannot
move more than 5 feet from the box.
Wondrous item, very rare The items charges are refreshed each morning at dawn.
This brass brazier and stand is inlaid with various infernal
symbols of binding. When the brazier is filled with a Knight's Helm
flammable substance and the command word is spoken, the
erupting flames summon forth a devil into their service. The Wondrous item, rare (requires attunement)
summoned devil begrudgingly obeys the summoner's This silver helm is decorated with etchings of golden
command and remains for up to one hour, the flames in the eagles in a dive. When found it has up to 5 charges. When the
brazier are extinguished or the devil is reduced to 0 hit wearer hits with a melee weapon attack they may choose to
points, at which time it is dismissed. Roll on the table below expend a charge from the helm. Each charge expended adds
and add the summoner's level to the result to determine what 2d8 radiant damage to the attack. Conversely, the wearer may
sort of devil is summoned. choose to touch an ally and expend a charge to heal the ally
for 1d8 hit points.
When worn by a paladin, the wearer can expend up to a
number of charges equal to their proficiency modifier on a
single hit or heal.
The helm regains all charges at dawn.
Lion's Mantle The bag does not regain charges, but if a finger bone is
placed into the bag for 24 hours, it can replace a lost or
Wondrous item, rare (requires attunement) missing skeleton. No more than 3 bones/skeletons (for a
This cape and hood is made from the pelt of a mighty lion. lesser bag) or 13 bones/skeletons (for a greater bag) can be
When donned, it reduces the damage the target takes from bound to the bag at a time. Additional bones added to the bag
slashing and piercing attacks by 3. Furthermore, once per day beyond this limit turn to dust.
as an action, the wearer can transform into a lion. All of the
wearer's gear melds into the new form. While in lion form, M'jal's Marbles
the wearer retains their own Intelligence, but otherwise uses Wondrous item, uncommon
the stats of the lion, including hit points. The transformation These small black smoky marbles usually come in a silver
lasts for up to one hour or until the wearer is reduced to 0 hit bag. It contains enough marbles to coat up to a 20 foot area
points. When the transformation ends, the wearer returns to (sixteen 5 foot squares). As an action, you can dispense some
their normal form and any melded gear returns to normal. or all of the marbles to cover an area of your choice up to 15
Likewise, the wearer is returned to their former hit point total feet distant. The marbles roll about the area, confounding
before transformation. being picked up or scattered and rend the area as difficult
If the wearer is a barbarian, the wearer can invoke the terrain, and any individual entering the area or standing in it
mantle's secret power. Once per day as a bonus action, the must make a Dexterity save DC 13 or fall prone.
wearer can gain damage immunity to one type of damage Furthermore, as a bonus action you can speak the item's
from the following list - acid, bludgeoning, electricity, fire, ice, command word and the marbles expel blackish smoke,
necrotic, psychic, radiant, slashing or thunder. This obscuring the affected area up to a height of 10 feet.
protection lasts for one minute. The marbles disappear 10 minutes after they are
The mantle's abilities are recharged at dawn. dispensed from the bag. The item replenishes its marbles at
Lute of Unending Stories dawn each day.
Wondrous item, rare (requires attunement) Mountain Plate
This lute is of the finest craftmanship, decorated with
small bits and bobs that each have their own tale. It can only Armor (plate), rare
be attuned to by an individual who is proficient in playing a This granite-colored plate mail is adorned with the emblem
lute. It grants a +2 bonus to Performance (Cha) checks when of twin mountain peaks. It provides a +1 bonus to AC.
played. Furthermore, the wearer reduces damage from bludgeoning,
While strummed, the player is never without a story, fable piercing or slashing weapons by 2.
or parable to tell and its strings never need tuning nor can When worn by a non-derro dwarf, it provides a +2 bonus to
they be broken by play. Furthermore, when played, it can be AC, and the damage from bludgeoning, piercing or slashing
heard for great distances, at least twice that of any non- weapons is reduced by the wearer's proficiency bonus.
magical version. Once per day, as an action, it allows the Furthermore, once per day the wearer can cast
player to cast Enthrall with a spell save DC of 13. Enlarge/Reduce targeting themselves. Once this ability is
In the hands of a bard, its secret power can be invoked. used, it cannot be used until the next sundown.
Firstly, the Enthrall spell of the lute is cast using the bard's
spellcasting save DC. Also, once per day, the attuned bard can Necromancer's Cape
take 5 minutes to play a tune upon the instrument and regain Wondrous item, rare (requires attunement)
all uses of their Bardic Inspiration. This tattered black cloak has a bronze clasp in the shape of
The instrument must be played for an hour after sundown a snarling vampire. Once donned, it grants the wearer a life-
to recharge the uses of its ability. It cannot recharge more draining attack. As a melee spell attack, on a hit it deals 1d12
than once per day. + Int modifier necrotic damage.
When donned by a wizard, the cape's secret powers can be
Marentail's Bag of Knucklebones used. Firstly, the wearer gains half of the damage caused by
Wondrous item, uncommon (lesser); rare (greater) the touch attack as temporary hit points. Furthermore, as an
This handful of humanoid finger bones comes in a small action, the wearer can animate any humanoid slain by the
black leather bag that fits in a single hand. When found, a cloak's attack as a wight under the wearer's control. The
lesser bag can hold up to 3 bones and a greater will contain animated wight acts on its own initiative and the cape wearer
up to 13 such bones. As an action, one or more bones can be can give the wight commands on their turn as a bonus action,
cast down upon the ground before the bearer, and the bone which the wight obeys without question or hestitation.
transforms into a skeleton under the control of the bearer of The wearer of the cloak can only retain control over a
the bag. As a bonus action, the bearer of the bag can issues number of wights equal to their Charisma modifier - any
commands to the summoned skeleton(s), which will obey additional created wights, including those created by the
without question or hesitation. wights themselves - become uncontrolled.
The skeletons remain until reduced to 0 hit points
(destroying the bone) or, if within 30 feet, commanded back
into the bag where they transform back into a finger bone. If
a skeleton remains active for 24 hours, it immediately returns
to the bag. A bone that has been used cannot be used again
for 24 hours.
Night Mask Prison Helm
Wondrous item, uncommon (lesser); rare (greater) Wondrous item, rare (requires attunement)
(requires attunement) This uncomfortable iron contraption consists of two snugly
When this black silk kercheif is donned to hide the face, it fitting pieces that latch together to encase a humanoid head,
grants the wearer roguish abilities. Firstly, a lesser night with mere slits for eyes and a grilled mouthpiece. Once
mask grants a +1 bonus to Stealth (Dex) skill checks, while a donned, the wearer reduces non-psychic attack damage by an
greater grants a +2 bonus. Furthermore, if the bearer makes amount equal to their proficiency modifier, but suffers
a weapon attack against a target that hasn't yet acted in disadvantage on all Perception (Wisdom) checks.
combat, a successful hit deals +1d6 damage. Furthermore, once per day the wearer can cast banishment
If worn by a rogue, the night mask reveals its secret at a spell level equal to half their class level (minimum 4th).
powers. Both masks grant a bonus to Stealth (Dex) checks The helm's ability recharge at midnight.
equal to the wearer's proficiency bonus.
A rogue-worn lesser night mask also increases a rogue's Ring of Fire Control
sneak attack damage by +1d6. Once per day, the wearer can Ring, very rare
cast Darkness and Invisibility. This charred brass ring is affixed with a fire opal. It has 5
A rogue-worn greater night mask increases sneak attack charges and may be used to cast the following spells as a
damage by +2d6. Once per day, the wearer can cast Hunger spell level equal to the charges expended, with a spell attack
of Hadar (with a DC of 8 + proficiency bonus + Dex modifier) modifier of +7 or a save DC 15.
and Greater Invisibility.
The mask regains all uses of its ability at sundown. 1-5 charges - Burning Hands
2-5 charges - Scorching Ray
Philosopher’s Stone 3-5 charges - Fireball
Wondrous item, legendary 5 charges - Control Flames or Wall of Fire
This rare substance appears to be an ordinary, sooty piece The ring regains all charges at dawn.
of blackish rock. If the stone is broken open (break DC 20), a
cavity is revealed at the stone’s heart. This cavity is lined with Rockhome
a magical type of quicksilver that enables any arcane
spellcaster to transmute base metals (iron and lead) into Wondrous item, uncommon
silver and gold. Upon command, this palm-sized stone can be tossed down,
A single philosopher’s stone can turn from up to 5,000 whereupon it enlarges and hollows, becoming a four-person
pounds of iron into silver, or up to 1,000 pounds of lead into tent made of stone, including the floor. The tent is
gold. However, the quicksilver becomes unstable once the surprisingly light-weight, weighing only 15 lbs. The tent has a
stone is opened and loses its potency within 24 hours, so all single concealed door that can be pulled shut and latched
transmutations must take place within that period. closed. There are no windows to the outside on the tent.
The quicksilver found in the center of the stone may also When empty, a single command word returns the tent back
be put to another use. If mixed with any cure potion while the into its stone form.
substance is still potent, it creates a special oil of life that acts
as a true resurrection spell for any dead body it is sprinkled Seeker's Stone
upon. Wondrous item, uncommon
This smooth, palm-sized blue stone is engraved with a
Philter of Persuasiveness single arrow. The stone has three charges. As an action, it
Potion, uncommon allows the user to cast Locate Creature or Locate Object,
When the pink liquid in this small vial is consumed, you expending a charge to do so.
become extremely persuasive. You gain a +2d4 bonus to all The stone's charges are replenished at dawn
Persuasion (Chr) skill checks that you make and those you
target enchantment spells suffer disadvantage on their saving Swamp Boots
throws. The effects of this potion lasts for one hour. Wondrous item, rare
When these green, mushy boots are donned, they grant the
Plate Armor of Invulnerability wearer a +2 bonus to Stealth (Dex) checks in swampy areas
Armor (plate), very rare (requires attunement) and allow the wearer to treat muddy or water-drenched areas
This well-polished suit of plate is trimmed with raised as clear terrain.
patterns of ivory. It grants a +3 bonus to AC. One per day, the Furthermore, once per day the wearer can transform the
owner can cast stoneskin on themselves without the need for boots into a shambling mound under their control. The
a material component. The armor recharges this ability at shambling mound can be directed to act as a bonus action,
dawn. taking no action other than defending itself if not
commanded. The creature remains for up to 1 hour or until
reduced to 0 hit points, at which time it transforms back into
a pair of boots. Once this ability is used, it cannot be used
again until the next dawn.
Talisman of Reluctant Wishes When donned by a Rogue or Ranger, the secret powers of
the cloak become available. The bonus to Stealth (Dex) and
Wondrous item, legendary (requires attunement) Perception (Wis) bonus becomes +2 and the wearer can add
A talisman of this sort appears as a fist-sized stone with an +1d6 damage to their sneak attack or favored enemy damage
inverted rune for power. rolls.
Once attuned, the character finds it impossible to be rid of The cloak's transformation ability recharges each night at
the talisman. It grow warm and throbs whenever its midnight.
possessor comes within 20 feet of a mechanical or magic
trap. Conversely, whenever the bearer attempts to use the Wrathful Blade
Deception (Cha) skill, they must make a Wisdom save DC 15 Weapon (longsword or two-handed sword), uncommon
or their deception is magically revealed through some (requires attunement)
strange coincidence. This blade has a hilt and crossguard is composed of a
In addition, the item grants them a number of wishes equal stylized angel with outspread wings. You gain a +1 bonus to
to their Charisma modifier (minimum one), though no more hit and damage with the weapon. Furthermore, the weapon
than one wish can be granted every 20 days. It is possible to holds 5 charges. When the wearer hits with a melee weapon
rid oneself of the talisman by wishing to be rid of it, though attack they may choose to expend a charge from the weapon.
any remaining wishes are lost. Each charge expended adds 2d8 radiant damage to the
Once all the wishes have been used, the stone melts away, attack.
leaving behind a 10,000 gp diamond in its stead. When wielded by a paladin the sword's true power
Thin Blade becomes available. The wearer can expend up to a number of
charges equal to their proficiency modifier on a single hit.
Weapon (rapier), rare (requires attunement) Conversely, the paladin can expend charges to cast spells
This rapier has a silvery blade and six colorful gemstones they know,
attached to the hilt. You gain a +2 bonus to hit and damage The blade regains all charges at dawn.
with the weapon.
Furthermore, the owner can store up to 6 levels of spells in Wyvern's Spur
the weapon. To do so, they must cast the spell on the blade.
The spell has no effect but is stored within the weapon. As an Wondrous item, uncommon (requires attunement)
action, the wielder can cast the stored spell from the blade, This black belt has an ebony cartouche of a scorpion.
requiring no components nor consuming any spell slots. When adorned, as an action the wearer can grow a scorpion-
When the spell is cast it is lost from the weapon. like tail. Thereafter, as a bonus action the wearer can make a
In the hands of an Eldritch Warrior, the weapon's secret melee weapon attack with the tail. The tail has finesse. On a
power is revealed. As a bonus action, the wielder can infuse hit, it deals 1d4 piercing damage, plus the target must make a
the weapon with a magical force that deals an additional 1d6 Constitution DC 15 save or take an additional 2d8 poison
force damage on a hit. If the wielder knows the cantrip damage. The tail remains for one minute, then is reabsorbed
firebolt (fire), ray of frost (ice), poison spray (poison), shocking back into the belt.
grasp (lightning) they can change the damage type to that
indicated in parentheses. Finally, the weilder can also cast
shield a number of times equal to their proficiency modifier
per day without utilizing a spell slot.
The blade's shield ability recharges at dawn.
Wolf Cloak
Wondrous item, uncommon (requires attunement)
This wolf fur cloak has a silver clasp in the shape of a full
moon behind a howling wolf. When donned, it grants the
wearer a +1 bonus to Stealth (Dex) checks and +1 bonus to
Perception (Wis) checks. Once per day, the wearer can
transform into a wolf for up to 4 hours or a dire wolf for up
to 1 hour. All of the wearer's gear melds into the new form.
While in wolf form, the wearer retains their own Intelligence,
but otherwise uses the stats of the appropriate wolf, including
hit points. The transformation lasts as indicated above or
until the wearer is reduced to 0 hit points. When the
transformation ends, the wearer returns to their normal form
and any melded gear returns to normal. Likewise, the wearer
is returned to their former hit point total before
transformation.
Constant Powers: Drain 1 point of Strength as per
Major Artifacts shadow in 5’ radius (does not affect owner)
Major artifacts are unique items—only one of each such item Lesser Powers: Bull’s Strength 3x/day
exists. These are the most potent of magic items, capable of Major Power: +4 magic bonus to Strength
altering the balance of a campaign.
Unlike all other magic Ribcage (26 bones):
items, major artifacts are not easily destroyed. Each should
have only a single, specific means of destruction. Constant Powers: can cast Shield at will
Lesser Powers: can cast Stoneskin 3x/day
The Bones of Azurewrath Major Power: can cast Forcecage 1x/day
Artifact, requires attunement Spine (26 bones):
Long ago, during the Dark Ages of Amberos, a mighty Constant Powers: can cast Charm Person at will
wizard grew in power in the Skyland Hold. The mage was Lesser Powers: can cast Confusion 3x/day
named Azurewrath, and he was second only to the Warlord Major Power: can cast Project Image 1x/day
Volk, who ruled the Skyland Hold. He led the fiendish armies
of the Skyland Hold into battle, with two powerful Balors at Left Leg (60 bones):
his side as bodyguards.
He was ultimately defeated by trickery when King Flanan Constant Powers: can cast Misty Step at will
of the Kingdom of Malovak, his squire James and his court Lesser Powers: can cast Haste 3x/day
wizard Ooglaa the Wise captured Azurewrath’s phylactery Major Power: can cast Time Stop 1x/day
and offered it to the Balors under Azurewrath’s control. When Right Leg (60 bones):
a massive battle broke out over the phylactery, Ooglaa broke
his staff of the magi, consuming the lich, its phylactery and Constant Powers: can cast Fog Cloud at will
the two Balors in an explosion that scattered the lich’s Lesser Powers: can cast Mirror Image 3x/day
remains across the world and planes of existance. Major Power: can cast Duo–dimension 1x/day
The bones of Azurewrath appear to be the blackened,
nearly petrified remains of a human male about 6’ 2”. The Skull (2 bones):
bones are individual, and the more that have been assembled, Constant Powers: can communicate via telepathy at will
the more powerful the bones become. Lesser Powers: All owner’s spells receive benefit of the
The amount of power a being gains from the bones of Enlarge metamagic feat without being increased in level
Azurewrath depends on how much of the skeleton is present. Major Power: All owner’s spells receive the benefit of the
Constant powers are always in effect. To use the lesser Maximize metamagic feat without being increased in level
powers of the bones, the bones must merely be held. To gain
the major powers of the bones, a spellcaster must willingly Furthermore, when several completed extremities are
hold the bones against the area they would normally be combined, the following powers are gained.
found. Upon doing so, the spellcaster’s flesh opens, the bone Skull and Hands:
is drawn in and replaces the old bone. This act also allows
the spellcaster to use the lesser and constant powers as well. Major Power: Double all available spell slots
The process of absorbing the bone is horribly excruciating, Both Arms and Legs:
taking one round to complete and in which no other action
can be taken. There is a total of 238 bones, however, these Major Power: Fly on self as per the spell, at will
are grouped as follows: Spine & Ribcage:
Left Hand (27 bones):
Constant Power: can cast Bane at will Major Power: Globe of Invulnerability 1x/day
Lesser Powers: can cast Fear 3x/day Once a being possesses any one of Azurewrath’s bones,
Major Power: can cast Symbol of Pain 1x/day they immediately gain the sensation that they should seek out
Right Hand (27 bones) : the other bones. If a bone is infused into an individual's body,
they instantly gains the knowledge of the next closest bone’s
Constant Power: opponents within 5 feet cannot benefit distance and direction.
from healing (does not affect owner) If the whole skeleton should be assembled outside of a
Lesser Powers: can cast Inflict Wounds as 3rd level spell host, it self animates itself to attack, with the statistics as an
3x/day skeleton warrior with 6th level wizard casting ability. The
Major Power: can cast Harm as a 7th level spell 1x/day animated form can use any of the powers of the assembled
skeleton above.
Left Arm (5 bones):
Constant Powers: Chill Metal in a 5’ radius (does not
affect owner)
Lesser Powers: Ghoul Touch 3x/day
Major Power: Paralyzing touch as a lich
Right Arm (5 bones):
Curse. As more bones are accepted into the host’s body, If all but one of the gemstones is somehow destroyed, the
Azurewrath’s Abyssmal presence becomes more well– last remaining gemstone can only be destroyed if it is
defined. Once a host has assembled one full extremity, they devoured by Tiamat - and legend states that its destruction
begin to suffer from artifact domination. The host begins to will undo all of creation. However, in at least one case, one of
obsess over finding the remaining bones and absorbing them the destroyed gems was wished back into existance by the
into their own body. Each day, the host must make a Wisdom bearer of another one of the gems - and restoring the gem
save DC 15 or Azurewrath's consiousness manifests, taking also restored all that had been lost when the gem was
control of the body. For each extremity that is possessed destroyed.
beyond the first, the DC increases by 1.
Furthermore, gathering the bones of Azurewrath attracts The Moaning Diamond
the attention of the Abyss. Any person who begins Artifact, requires attunement
assembling the bones of Azurewrath will attract to The Moaning Diamond appears to be an uncut diamond
themselves unfriendly Abyssmal minions who will seek to the size of a human fist. At all times, it gives forth a baleful
thwart the person’s actions. Eventually, this will attract the moaning sound, as if in pain. Despite the noise, the Moaning
attention of the two Balors Azurewrath kept as bodyguards, Diamond is not evil.
who will seek to scatter the bones forever, unless they are Stone Shape. The wielder of the stone can, three times
somehow bound to the owner’s control. per day, call upon it to reshape earth and stone as if by the
Should any being ever accept into himself the entire spell stone shape, affecting 5,000 cubic feet of material.
skeleton of Azurewrath, the evil mage would instantly Conjure Earth Elemental. The Moaning Diamond can
overtake the body, destroying the poor host’s soul. summon an earth elemental with maximum hit points that
Azurewrath is an 18th wizard/15th cleric of maximum hit serves the caster until it is slain. Only one such elemental can
points with all the powers of a lich, as well as the individual be summoned at a time; if it is slain, a new creature cannot
powers of the bones above for the completed skeleton. be summoned for 24 hours.
Destruction. Azurewrath’s bones can only be destroyed for
once and all if the entire assembled skeleton is subjected to a
retrebutive strike from a Staff of the Magi and reduced to 0 The Orbs of Dragonkind
hit points by the explosion. The mage’s bones can afterward Artifact, requires attunement
be rendered inert if one of two Balors he once ensnared During the First Dragon War, a cabal of wizards captured
manage to seize his heart before he expires. powerful dragons with magic, in the hopes of finding a way to
defeat the lesser wyrms of Amberos. When the dragons
Gemstone of Creation proved too difficult to keep contained as they experimented,
Artifact, requires attunement the cabal used powerful magics to contain the dragon’s spirits
There are only twelve of these mighty gemstones in within orbs of crystal while they continued to experiment on
existence. Each of them is a cabochan cut different gemstone. their bodies.
The twelve stones are diamond, emerald, sapphire, ruby, The cabal was successful, but the orbs were able to
amethyst, jade, opal, yellow topaz, pearl, peridot, onyx, and telepathically reach out to their kin and call for help. A
aquamarine. Once a part of the the Crown of Stars worn by massed flight of dragons decended on the cabal, utterly
the protogod Thunbuk, the Crown was shattered by Thor’s destroying it and the bodies of the great dragons, forever
hammer, sending the gemstones to the far corners of the trapping their life–force in the crystal orbs. During the
multiverse. confusion, the orbs were secreted out, and have been slowly
One gemstone is known to lay in the depths of the abyss, traversing the continent ever since.
one was found by Stormonu in Tsre Vestu’s heart and one Each of these fabled orbs is made of white crystal and
was the prison home of the demonic arcanist Sharez in the contains the essence and personality of an ancient dragon of
Twilight Forest. The location of the remainder of these a different variety (one for each of the major ten different
gemstone’s location - if they still exist - is unknown. chromatic and metallic dragons).
Wish. The primary power of the gemstone is to allow its Orb Dragon Element
wielder to cast Wish without fail once a day. The gem Black Lucithius (Black Fang) Acid
recharges this power only when immersed in cool, running
water. Blue Vendethkin (Lightingstrike) Lightning
Destroying the gem. It is rumored that each gemstone can Green Alkahir (Leafdeath) Acid
only be destroyed by wishing holding one gemstone, and
touching it to another while wishing the second gemstone out Red Bhradorus (Fireclaw) Fire
of existance. Unfortunately, destroying even one of the White Yganth (White Death) Ice
gemstones unleashed apocalytic destruction as everything Brass Asanger (Hot Sand) Fire
wished into existance by the destroyed gem is wiped out.
Bronze Hzing (Cloud Dancer) Lightning
Copper Ghalefut (WindRider) Acid
Gold Therius (Insightful Seer) Fire
Silver Ngandrar (Terrifying Justice) Cold
Note: The Silver Orb, Ngandrar, has been modified to The Saint’s Mace
become the fabled Orb of Seasons.
Control Dragons. The bearer of an Orb can utilize Weapon (mace), artifact (requires attunement)
Dominate monster against dragons (spellcasting DC 16, The great god of healing, Logres, refused to ever raise
ignores Legendary Resistances and Spell Resistance) three arms to harm a living creature. After his capture, slaughter
times per day. and eventual ressurection, he was approached by a pious
Draconic Protection. The bearer of the Orb gains damage worshipper who pleaded with the diety to act as Logre’s
immunity to the associated element damage type. bodyguard. Logres politely refused, but charged the pious
Draconic Breath. The bearer of an Orb can herself use the priest’s mace with magical power and sent him forth to
breath weapon of the dragon in the Orb three times per day. protect other from harm. When the priest passed away, the
The breath weapon for the Black, Blue, Green Red and White mace disappeared from history.
orb is a cone 30 feet long and wide that deals 12d6 damage This relic appears to be a simple, well–used cudgel, but its
of the element it is tied to. The breath weapon for the Brass, simple appearance hides great power. The saint’s mace has a
Bronze, Copper, Gold and Silver orb is a line 5 feet wide and +3 magic bonus to hit damage. When the mace is used
60 feet long that deals 12d6 damage of the element it is tied against fiends or undead, it deals an additional 5d8 radiant
to. In both cases, a successful Dexterity save DC 16 halves damage on a hit.
the damage taken. This ability can be used three times per Light of Truth The wielder can use sacred flame from the
day, no closer than 1 minute apart. mace at will, as if 11th level.
Orb Communication and Detection. All Orbs of
Dragonkind can be used to communicate verbally and
visually with the possessors of the other Orbs, revealing their
draconic personalities as they do. The owner of an Orb
knows whether there are dragons of any type within 10 miles
at all times. For dragons of the Orb’s particular variety, the
range is 100 miles. If within 1 mile of a dragon of the Orb’s
variety, the wielder can determine the exact location and age
of the creature.
Each Orb also has an individual power
Black Dragon Orb: Fly once per day as a 5th level spell.
Blue Dragon Orb: Haste once per day as a 5th level spell.
Brass Dragon Orb: Teleport once per day.
Bronze Dragon Orb: Scrying once per day.
Copper Dragon Orb: Suggestion once per day as 5th level
spell (spellcasting DC 16).
Gold Dragon Orb: Globe of Invulnerability once per day.
Also, dominate monster on any other possessor of an Orb
within 1 mile (spellcasting DC 16).
Green Dragon Orb: Cloudkill once per day (spellcasting DC
16).
Red Dragon Orb: Wall of fire once per day.
Silver Dragon Orb: Cure wounds once per day as a 5th level
spell.
White Dragon Orb: Protection from energy (cold) once per
day.
Curse of Draconic Enimity. A creature attuned to one of
these Orbs forever gains a spiritual taint that earns the
enmity of all dragonkind, even if the item is later lost or given
away.
Destruction. It is believed that the only way to destroy one
of these items is to subject it to the simultaneous breath
weapon of no less than the six ancient dragons as the same
type of the orb's attunement while the wielder wills the
freedom of the dragon within. This, however, is believed to
also destroy the draconic soul imprisoned within the orb.
The Shadowstaff Throne of the Gods
Weapon (quarterstaff), artifact (requires attunement) ***Wondrous item, artifact (requires attunement)
This artifact is said to have belonged to the mighty god Once the throne from which Thunbuk directed the creation
Gwieze, and that he lost it during the cataclysm that of the world, this artifact was lost in the depths of the
destroyed his Shadow Empire during the Elvin Golden Age. mountain Tsre Vestu until it was recently retrieved by
Since then, the staff has resurface several times, empowering unknown hands. The throne is thought to have returned to its
those who find it and driving them to recreate Gwieze’s guilded hall in Olympus, but no mortal is truly sure of its
ancient empire. location.
This artifact was crafted centuries ago, weaving together The throne of the gods weighs 5 tons and appears to be a
the wispy strands of shadow itself into a twisted black staff. seat made of hewn stone with quilted red padding to seat
Shadowy The Shadowstaff makes the wielder slightly upon. The whole throne is engraved with a mural of creation
shadowy and partially incorporeal, granting him a +4 bonus and inlaid with gold, silver, platinum and many gemstones.
To
to AC and Dexterity saves. However, in bright light or in activate the power of the throne, a person need only sit in the
absolute darkness, the wielder takes a –2 penalty on all seat. While sitting in the throne, the following abilities take
attack rolls, Dexterity saves, and Dexterity-related skill effect.
checks.
The Shadowstaff also has these powers. Ability Score Increase. The character's highest ability
scoregains a permanent +2 bonus (max 30)
Summon Shadows: Three times per day, as an action the Increased Save. While seated, the owner gains a +2 bonus to
staff may summon 2d4 shadows, who appear within 30 all saving throws
feet of the wielder. The summoned shadows remain for 1 Immortality. While seated, the owner cannot be reduced
hour or until dismissed or reduced to 0 hit points. below 1 hp from any sort of attack
Summon Nightshade: Once per month, as a ritual that takes Needless. While seated, the possessor does not need to
10 minutes, the wielder can summon a nightshade that sleep, eat, or drink and cannot gain levels of exhaustion
serves the wielder for one hour or until reduced to 0 hit Mind Reading. While seated, the owner can use detect
points. thoughts at will
Shadow Form: Three times per day, as a ritual that takes 1 Spell Immunity. While seated, the owner automatically
minute, the wielder can become a living shadow, with all makes saves and takes no damage from spells of 5th level
the movement powers granted by the gaseous form spell. or less
Shadow Bolt: Three times per day, as an action, the staff can Mystic Armor. While seated, the owner gains a +2 bonus to
project a ray attack that deals 10d6 points of cold damage AC.
to a single target. The shadow bolt has a range of 100 feet. Mystic Monarchy. While seated, the owner can cast spells as
if a wizard of the same character level. The spells known
The Shield of the Sun and slot used are seperate from the character's own spells.
Armor (large shield), artifact (requires attunement) Any used spell slots are restored at sunrise on the first day
This shield was actually a dinner plate the god Dhorian of the week.
stole from the Ancient One Apollo in his raid of the heavens. By willing to do so, the owner can activate the following
The god Fir modified the golden plate to act as a magical powers
shield in the battle against Guaradrell. During the fight, the
great dragon ripped the shield free of Dhorian’s grasp, where Ability Enhancement. After a week of ownership, the owner
it fell to the earth. Since that battle, it passed from individual gains a permanent +2 magic bonus to all ability scores,
to individual, granting powerful abilities to those who wield it. usable only once
Protection. This large shield grants a +3 bonus to AC, in Disintegrate. While seated, once per day the owner can cast
addition to the shield's normal bonus to AC. disintegrate as a 10th level spell.
High Priest. While wearing the shield, the weilder can cast Greater Teleport. While seated, once per week, the owner
cleric spells as if they had levels in the class equal to their and throne can use Teleport (ignoring the weight of throne,
character level. The spells bestowed by the shield are and no chance of missing the target or mishap).
seperate from those the character may possess as part of Curse Of the Tyrant. Unfortunately, while the possessor is
their class. The shield's used spell slots are restored at dawn on the throne, the things of the world become less important.
each day. The character suddenly loses all interest in sex, gambling,
Magic Resistance. The weilder has advantage on all adventure and other pursuits. Their mind becomes focused
saving throws against spells or abilities from magic items. on the power of the throne, and unless he succeeds a
Energy Resistance. The weilder gains resistance to acid, Wisdom DC 30 save, they will desire to never leave the
cold, fire, lightning and thunder damage. throne.
Quested. Once per year, starting when the shield is
attuned, the owner is geased, with no save to undertake a
quest at the behest of the Amberosain god Dhorian.
Pure. A creature who is evil or chaotic (LE, NE, CE, CN,
CG) can attune to the shield, but suffers disadvantage to
attack rolls, saving throws and skill checks while in
possession of the shield.
Curse Of Rot. The first time the disintegrate power is used,
the possessor of the chair is deafened for 10 - 40 minutes.
Once per week while seated in the throne, the owner must
make Constitution save DC 30. On a failure, the owner's
Constitution and Charisma drop by 1 as body rot sets in. The
rot can only be stopped by a Wish spell or if the character
gives up the Throne. If the character drops to 0 Constitution,
they cannot leave the Throne or they will instantly die. If the
character learns the proper command words, he can activate
the following special abilties of the throne.
The Black Heart of Tuma
Obsidian gemstone that causes destruction
Black Marentail’s Bloodforge
Undead summoning and control anvil
Rand’s Armor
Invincible coat of Arnd
Black Hammer of Ghan
Warhammer sacred to the Ghan
Hellhammer Realizing the true danger of the swords, Emperor Nannon
confiscated all of the blades, and managed to even trick the
Holy Avenger that defeated Volk Sword of No Name into naming itself. He then had the
weapons locked away in a special citidel in the capital where
Suet–Song they could never again be reached – except in the case of the
Sword of the elvin kings most dire of disasters. To this day, despite Nannon's death
and the passing of the Empire of Swordfall, the citidel of the
sword (and it's defending Cult of the Sword, who worship the
Hochiman’s Katana sword as a manifestion of the god Dhoric, lord of justice
Katana of the spirit warrior [whose symbol is a longsword]) remains untouched after
nearly a millenium since it's initial construction.
Iron Bow of Ghan
Unbreakable horse bow Sword of No Name (Windreaver)
Weapon (Longsword), Artifact (requires attunement)
The Staff of Huren This silver-bladed weapon's surface is unmarred by design
or script. It's guard is simple, though chased with gold and its
Staff of the Magi grip consists of a long wrap of vermillion leather with black
edging and white diamonds. The pommel contains a massive
The Great Swords translucent rhodochrosite held in place by an ivory dragon
claw.
Background: During the Dragon Wars, Emperor Nannon 4th Strikeseeker. The Sword of No Name grants a +3 bonus to
of Swordfall commissioned the creation of a series of hit and damage, and scores critical damage on a natural roll
weapons know as the War Relics, which were to be dispursed of 15 or better. When scoring a critical against dragons, it
to the heros of the age in the war against the dragons. He causes quadruple damage instead of double.
specially commissioned a series of seven blades for the seven Draconic Immunities. The wielder of the Sword of No
Great Barons who helped him to rule Swordfall, and Name gains damage resistance to acid, cold, fire, lightning
commissioned a special blade for his own use. and thunder damage as well as bludgeoning, piercing and
Unfortunately, the master craftsman behind the weapons, slashing damage from non-magical attacks. If the attack
Fineburr the Astronomican, was corrupted by the dragons comes from a breath weapon, the wielder can gain immunity
and attempted to curse the swords–in–progress. Though he as a reaction, up to three times a day.
was eventually stopped, the weapons were finished, but Power Over Brethren. While the sword or its wielder are
unknowingly tainted. on the same plane as an individual who possesses one of the
The swords were distributed to the seven Great Barons, brothers or sisters of the Sword of No Name, the sword or its
and Emperor Nannon recieved the greatest blade of them all. wielder can cast Dominate Person as a 9th level spell on the
However, he quickly found the great blade was intelligent, weilder of one of the brothers or sisters of the Sword of No
willful and difficult to control – in particular as it had refused Name, with a spellcasting DC of 18.
to take a name to allow it to be bound to a master. Sentience. The Sword of No Name is a sentient Lawful
Despite the difficulties, the weapons were a great help in Evil weapon with an Intelligence of 19, a Wisdom of 16 and a
ending the war and later keeping control of matters in the Charisma of 19. If an individual learns its secret name, they
various realms under Swordfall's command. However, the gain advantage against the weapon's attempts to dominate
ego battles between Nannon and the unnamed sword became them. The weapon can communicate telepathically out to a
legendary – to the point the sword wanted complete control range of 100 feet and can see and hear through its wielder's
of the kingdom itself. However, without a hand to wield it, it own senses.
was powerless – and as the battle between Nannon and the Personality. The Sword of No Name is arrogant and crafty,
sword flourished, Nannon wielded the blade less and less. seeking to gain control of all around it. It despises dragons in
The Emperor had never fully trusted the power of the its presence, but cares far more about gain temporal power
blades he was endowing to his Barons. As a precaution, he and influence. It shows great hatred against any individual
had instructed Fineburr to give the unnamed sword of who resists its attempts to rule over them. However, it will
Nannon utter power over the other blade's weilders if he use whatever means it can - including controlling its brethren
chose, and could negate their blade's powers at will. and their owners - to seek out and destroy anyone who knows
Unknown to Nannon, the willful unnamed sword was also in its real name, especially if the individual is its wielder.
constant contact with the blades and as willful as it was, Destruction. The Sword of No Name can only be
could control them – and force its will through them. So it destroyed if its returned to the forge from which it is made
was that the unnamed sword took control of the blades and and subjected to the simultaneous breath weapons an
the Barons through the same weapons, and sparked the ancient chromatic and metallic dragon of each type.
Baron's Rebellion.
Nannon put down the rebellion and was forced to kill
several of his treacherous Barons, but in the end learned
what the sword had done, thanks to the sacrifice of one of his
most trusted Barons that resisted his weapon's call – Baron
Frederic Furvon of Furvon's Paval.
The Four Brothers and Three Sisters of The Sword of No Sentient. Bituer is a sentient Neutral Evil weapon with an
Name. All swords have an intelligence score of 15. Intelligence of 15, a Wisdom of 13 and a Charisma of 16. The
weapon can perceive its surroundings as if it had full hearing
Vanity (female) and darkvision to 60 feet, with a Perception (Wis) check of +7
Weapon (longsword), Artifact (requires attunement) and Insight (Wis) check of +7. It can speak Common, Infernal
This bejeweled longsword had a mirror-like finish to its and Draconic.
blade. The weapon grants a +3 bonus to hit, AC and damage. Personality. Nightshade is quiet and duplitious. It only
Altered Appearance. The owner can use Disguise Self at speaks to its bearer when no others are around, and it has a
will. Twice per day, the weilder can use Alter Self. Once per great interest in discovering the secrets of others and
day, the weilder can use Polymorph on themselves or an convincing its owner to use those secrets for blackmail.
individual touched by the blade. However, any disguise or Curse of Duplicity. The owner of Nightshade suffers from
transformation created by the sword is always extremely nightmares of betrayal by its friends. Each night, the owner
attractive, well-groomed and clothed. must make a Wisdom save DC 15. On a failure, the target
Personality. Vanity is extremely protective of the suffers disadvantage on all Persuasion (Cha) skill checks the
defenseless, but quite amorous in the presence of other following day, as they find freindship difficult with those who
males. It is catty in the presence of another adult female and may turn on them.
will seek to cause trouble for female wielders.
Prima Donna. Vanity enjoys surrounding itself with beauty
and positive emotions. If exposed to something physically vile
or ugly, it seeks to leave the area immediately. When faced
with such appearances, its wielder must make a Wisdom
save DC 15. On a failure, the weilder gains the frightened
condition and seeks to leave the presence of whatever
induced the condition. This lasts for up to one minute.
Bituer (male)
Weapon (longsword), Artifact (requires attunement)
This longsword has a handle wrapped in burial linen and a
black, iron blade that is marred with chips and dents. The
weapon grants a +3 bonus to hit and damage.
Vorpal. On a natural roll of 18-20, the weapon's target takes
quadruple damage. If the target is reduced to 0 hit points, it is
beheaded and slain.
Sentience. Bituer is a sentient Chaotic Evil weapon with
an Intelligence of 16, a Wisdom of 13 and a Charisma of 15.
The weapon can perceive its surroundings as if it had full
hearing and darkvision to 60 feet. It can speak Common,
Dwarven and Draconic.
Personality. Bituer is a bully, even to its owner, chiding any
weakness it percieves in its owner and making snyde
remarks about potential targets - which is usually everyone.
Curse of Hostility. The owner of Bituer finds themself
goaded into reckless action by the sword. When not in
combat for five minutes or more, the owner must make a
Wisdom save DC 15. On a failure, the owner becomes
beligerant and short-tempered towards nearby indviduals -
possibly even friends. If the save succeeds, the owner does
not need to save again for at least an hour.
Nightshade (female)
Weapon (longsword), Artifact (requires attunement)
This longsword is a glossy black, with a green sheen. The
pommel depicts a black rose made of obsidian. The weapon
grants a +3 bonus to hit and damage.
Stealth. The bearer of this weapon gains Expertise (double
proficiency bonus) with Stealth (Dex) skill checks.
Wyrmslayer (male) Rage (male)
Weapon (longsword), Artifact (requires attunement) +5 beserking (grants barbarian rage ability) longsword.
This longsword has a blade etched with engravings of a Grants the wielder DR 2/–. Oddly, Rage is normally a very
fiery breath. It's handle is wrapped with orange satin fastened quiet weapon who tends to "sneak up" on owners – driving its
by pearl pips. The pommel is a dragon's head, which can owner into beserk fury without its owner's concent when it
speak. The weapon grants a +3 bonus to hit and damage. senses an impending fight. The weapon isn't brash, but fights
Fiery Blade. As a bonus action, the wielder can cause the like the devil – and intends it's owner to win at any cost –
blade to erupt with acid, cold, fire, or lightning. On a hit while whenever combat breaks out.
so charged, the weapon deals an additional 2d6 damage of
the element type.
Dragonslaying. When the wielder strikes a dragon with
the weapon, it must make a Constitution save (DC 16). On a
failure, the dragon is reduced to 0 hit points and slain.
Furthermore, the weilder gains half of the dragon's hit points
it had before being slain as temporary hit points.
Sentient. Wyrmslayer is a Neutral Good weapon with an
intelligence of 13, a Wisdom of 16 and a Charisma of 15. The
weapon can perceive its surroundings as if it had full hearing
and darkvision to 60 feet. It can speak Common, Elvin and
Draconic.
Personality. Wyrmslayer is jovial and cheerful, except in the
presence of dragons or dragon-like beings, to which it is quite
rude and standoffish. It is always on the lookout for word
about nearby dragons, and will urge its owner to seek out and
destroy such foes its learns of.
Curse of Fury. When the wielder gains temporary hit
points, it cannot cease fighting - even if it means targeting
friends and allies. At the end of its turn, the wielder can make
a Wisdom saving throw (DC 15). On a success, it can end the
frenzy, but any temporary hit points are immediately lost.
Starsong (female)
Weapon (Rapier), Artifact (requires attunement)
This rapier is made of fine steel with a handle made from
supple birch bark. Its pommel is a glittering green moldavite.
The weapon grants a +3 bonus to hit and damage.
Spellsinger. As a bonus action, the wielder can cast Shield
at will. Twice per day, the wielder can use Charm Person
without material components. Once per day, the wielder can
use Enthrall.
Sentient. Starsong is a sentient Chaotic Good weapon
with an Intelligence of 15, a Wisdom of 13 and a Charisma of
16. The weapon can percieve its surroundings as if it had full
hearing and darkvision to 60 feet. It can speak Common,
Elvin and Draconic, and can sing giving it a Performance
(Cha) skill check of +7.
Personality. Starsong is a dreamer, with high hopes for its
wielder, encouraging them whenever the opportunity
presents itself. The weapon is chatty and likes to spend idle
moments humming or singing softly.
+5 sonic burst longsword. Can employ bardic song abilities
as if a 12th level bard. The weapon revolves around tale–
telling and sonic abilities. It tries to be a great morale–
booster to its wielder and allies.
Ice Glimmer (male)
+5 frost burst longsword. Can cast Ice Storm 1x/day as if a
12th level sorceror. This weapon revolves around ice and
death – usually promising a quick, icy death to foes. The
weapon has no care for its wielder – only in spreading woe in
its wake.
Warhammer; destroyed
The Mystic Items
Mystic items are remnants from the Time of Technology – Orb of Dragon Sleep/Orb of Seasons
technological items powered by magical means. Further, they Orb
are all keyed so that their full potential is only awakened in
the hands of one of the Burner family – or those closely Spear of Logdrin
related to such individuals.
Spear; Destroyed
Staff of the Ancient Whirlwind
Leveling staff of the magi
Longbow of the Archist
Leveling magic long bow
Armor of Reckoning
Leveling plate mail
The Impentrable Shield
Leveling kite shield
The Wand of Cataclysm
Leveling wand
The Librist Tome
Leveling magic book
Blade of the Warrior
Axe of the North
The Beasttamer’s Whip
Deadeye’s Crossbow
Shortbow of Terror
Halbard of the Dire Woods
Jeweled Crown of Kings
The Cup of Life
The Stone Hammer
The War Relics (23 in all)
Built during the First Dragon War, the War Relics were a
group of items commisioned by Emperor Nannon and crafted
by Fineburr the Astronomicon for use in the war.
Unfortunately, Fineburr was secretly corrupted to the
dragon’s side, and all of the works of the War Relics were
corrupted in one way or another.
Black Neptune
Trident
Dragon Lash
Whip
The Granite Hammer
Legacy Items
Legacy items are items that enjoy a rather long history of use
and fame (or notoriety). They are more than mere common
magic items, having been invested with a great deal of the
essence of their former masters. Legacy items are not so
much created as born, they are not so much fashioned as
occurring over time due to dedication and presence to
legendary characters and circumstances.
It is possible for characters to devise their own legacy
items, but most legacy items have already been in existence
for some time.
Legacy items follow a specific path that grants them
unique abilities that its possessor can only tap as he or she
advances in level. Only by becoming legendary in their own
right can characters hope to unlock the mystical abilities of a
legacy item.
To devise a legacy item, the DM should either use one of
the items already created here or design his own. If a player
wishes to create a legacy item, they should collaborate with
the DM in its creation, with the DM having final say it what is
allowable or not.
Whenever you would gain an Ability Score Increase (ASI),
you may instead choose to advance your item by choosing a
power from one of the appropriate tables below.
Tier 1 (1st-5th level)
Tier 2 (6th-10th level)
Tier 3 (11th-15th level)
Tier 4 (16th-20th level)

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