Event 3: Vestiges of Divergence / Arms of Betrayers #1

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Event 3

Vestiges of Divergence / Arms of Betrayers #1


Discord - https://discord.gg/ZK42rTt
Contents
Cunctator ................................................................................................................................................ 3
Manual of Hands and Feet ...................................................................................................................... 4
The Staff of Black and White................................................................................................................... 6
Blade of the Beholder ............................................................................................................................. 7
Bow of Azathoth ..................................................................................................................................... 8
Robe of Ankharel .................................................................................................................................... 9
Gloves of the Fallen One. ...................................................................................................................... 10
Arbor's Splinter ..................................................................................................................................... 11
Ring of Musical Royalty ......................................................................................................................... 12
The Tinkered List ................................................................................................................................... 13
Fortune’s Doubloon .............................................................................................................................. 14
Zilvakist ................................................................................................................................................. 15
Arcanum Armor .................................................................................................................................... 17
Bracers of Ohm ..................................................................................................................................... 18
Arcanum Boots...................................................................................................................................... 19
Kolossal Blade ....................................................................................................................................... 20
Titania’s Heart ....................................................................................................................................... 22
Justicar’s Gavel ...................................................................................................................................... 23
Matron’s Athame .................................................................................................................................. 24
Luxon's Soulblade ................................................................................................................................. 26
Spell Knight's Sorrow ............................................................................................................................ 28
Bug Smasher ......................................................................................................................................... 29
Symbiotic Cloak of Hadar ...................................................................................................................... 30
Armor of Avandra ................................................................................................................................. 31
The Keeper's Shield ............................................................................................................................... 32
Mercy's Cloak ........................................................................................................................................ 34
M’Lady First........................................................................................................................................... 35
Crown of Mirrors................................................................................................................................... 37
Cunctator
Item type - Heavy Crossbow

Description:
Cunctator or The Delayer in common tongue is a crossbow used during the Calamity by one
of the generals if the forces of light.

Dormant:
This magic heavy crossbow with a flanged protective shield on the front grants +1 to attack
rolls, damage and AC while attuned.

Prerequisite: crossbow master yields additional benefits when you are prone and shooting a
target that is over the shirt range of the weapon (100ft) you gain advantage on the attack roll.

 This weapon has 2 charges to activate spell effects DC 13 each spell costs 1 charge per
spell level.
 As a bonus action you can cause the next shot fired to have the effect of the following
spells:
o Ensnaring strike (1st level no concentration required)
o Hail of Thorns (1st level)

Awakened:
After awakening Cunctator the bonus attack rolls, damage and AC becomes +2 additionally;
Prerequisite crossbow master: after attacking somebody you are engaged with you can move
away from that target without provoking an opportunity attack.

The number of charges available increases to 5 and the DC increases to 15. As a bonus action
you can cause the next shot fired to have the effect of the following additional spells:

 Cordon of Arrows (level 2)


 Spike Growth (level 2 no concentration required)

Exalted: - the bonus to Attack rolls, damage and AC becomes +3 additionally; Prerequisite
crossbow master: When you hit a target within the short range (100ft) you can choose to
knock a target prone or push them 10ft after a DC 17 strength save.

 The number of charges increase to 8 and the DC increases to 17.


 As a bonus action you can cause the next shot fired to have the effect of the following
additional spells:
o Conjure Barrage (level 3)
o Lightning Arrow (level 3 no concentration required)
o Flame Arrows (level 3 no concentration required)

(The crossbow concentrates on any of the spells that would require concentration. You can only have one of
these effects active at a time as the weapon can only maintain concentration on one thing at a time.)

AUTHOR: JAYMAX91
Manual of Hands and Feet
Book/Scroll

Description:
This ancient Tome bears diagrams and descriptions of secret martial arts techniques.
Attuning to the Manual involves special exercises and practicing the secret techniques over
the course of an hour, which can be done as part of a short or long rest.

Only one person can be attuned to the Manual at a time, and your attunement ends
automatically after 24 hours, although you can re-attune at any time if you wish by
repeating the exercises. If you are attuned to the Manual continuously for a year and a day,
you gain the Manual's benefits permanently, although one of your attunement slots is
permanently consumed by this benefit. The Manual can then be attuned by another person.

Dormant:
While you are attuned to this Manual, you gain the following benefits:

 You gain a +1 bonus to attack and damage with unarmed strikes.


 Your unarmed strikes count as magical.
 If you have ki points, you may spend 1 ki point to enter a stance (free action) for 1
minute. When you attack on your turn you can take a -1 or -2 penalty on any of your
attack rolls and gain a +2 or +4 bonus to damage. You can choose a different modifier
for each attack.
 School of Flying Daggers: This secret technique is practiced by monks who sport
feathered plumages, by concentrating their ki they harden the tips of their Quill
feathers and are able to produce a near limitless supply of darts for throwing,
masters of this technique are able to throw multiple Quills unerringly. Once per day
you can cast Magic Missile using your feathers as the bolts of force.

Awakened:

 The bonus to attack rolls and damage becomes +2.


 When you enter your stance, you can spend 2 ki points to choose to take a -1, -2, -3 or
-4 to attack rolls for +2, +4, +6 or +8 damage, respectively. You can choose a different
modifier for each attack.
 School of The Iron Fist: Your unarmed strikes become more potent you can
increment your damage dice one size. Regular unarmed strikes become 1d4, if you
already roll dice for damage, its size goes up by 1. Your dice cannot go above a d12
as part of this feature.
Exalted

 The bonus to attack and damage for your unarmed strikes becomes +3.
 When you enter your stance, you can spend 3 ki points to choose to take a -1, -2, -3, -
4, -5 or -6 to attack rolls for +2, +4, +6, +8, +10 or +12 damage, respectively. You can
choose a different modifier for each attack.
 School of Bringing the Ruckus: You can teleport up to 30 feet in-between an unarmed
strike you take on your turn. You can use this ability a number of times equal to your
proficiency bonus before you require a long rest.

AUTHOR: JAYMAX91
The Staff of Black and White.
Quarterstaff, Legendary, Requires Attunement by a spell caster.

Description:
The staff of Black and White represents Law and Chaos in balance. The sanded, polished
and varnished black side represents Law and the gnarled, natural pale white wood of the
opposite end represents Chaos. Inside the staff it is rumoured to house a tuft of fur from the
legendary Tabaxi hero known as El Jeffe the tuft comes from when all the fur fell of El Jeffes
body as the result of a curse by one of the Betrayer Gods.

Dormant:

 This Quarterstaff gives +1 to melee attack rolls and damage, additionally it gives +1
to spell attack rolls and spell save DC. It can be used as an arcane focus.
 While attuned to this Staff you learn the booming blade and green flame blade
cantrips. It also functions as a ring of spell storing with only up to 3 levels of spells.

Awakened:

 The bonus to melee attack rolls, melee damage, spell attacks and spell save DC with
this Staff becomes +2.
 You learn Lightning lure cantrip while attuned to this staff.
 When you take the attack action you can cast one of booming blade, green flame
blade or Lightning lure as part of the attack action. The effects of the spell storing
increases to up to 5 levels of spells.

Exalted:

 The bonus to melee attack rolls, melee damage, spell attacks and spell save DC with
this Staff becomes +3
 This staff functions as a staff of striking.

AUTHOR: JAYMAX91
Blade of the Beholder
Legendary Longsword

Description
A black hilt that is surprisingly soft to the touch, as the owner becomes accustomed with the
blade, they will notice strange eyes glaring back at them with pure malice, however at that
point it will be too late, and they will be enraptured by the blade

Over time they will hear a sinister voice from the sword, commanding it to hunt down its
ancient foes, however the wielder will soon be unable to distinguish friends from enemies
and it becomes a scourge to all

Sentience
Alive with the Soul of Terigon the Beholder of Hate

Dormant

 +1 Attack Rolls
 Advantage on Perception rolls.

Awakened

 +2 Attack Rolls
 Advantage on Perception rolls.
 Can Activate Random Beholder Eyes Beam as an action (3/SR)

Exalted

 +3 Attack Rolls
 Advantage on Perception rolls.
 Advantage Attack Rolls vs Aberrations
 Can Activate Two Random Beholder Eyes Beams as an action (3/SR)
 Can cast Anti-Magic Field as an action (1/LR)
 If any Beholder dies within 25 miles of the wielder of this sword, grant the wielder a
LR, and have them gain one Long-Term Madness.

AUTHOR: GRUBBO
Bow of Azathoth
Legendary Bow (60/200)

Description
A horrid weapon, imparted to the unsuspecting people of Exandria by the dreams of an
Elder Evil from beyond reality. The one who possess this weapon will embark on a grim
crusade of murder and destruction through the realms of the world.

Dormant

 + 1 Attack Rolls
 Can cast Sleep as an Action (1/LR)

Awakened

 + 2 Attack Rolls
 Can cast Sleep as an Action (2/LR)
 During the PC's Dreams, it may bond with one aberration of up to CR 3 that it may
call forth into battle for one minute (1/LR); However, for every instance of this
bonding, the PC must make a Long-Term Madness WIS saving throw DC 15

Exalted

 + 3 Attack Rolls
 Can cast Sleep as an action (3/LR)
 During the PC's Dreams, it may bond with one aberration of up to CR 6 that it may
call forth into battle for one minute (1/LR); However, for every instance of this
bonding, the PC must make a Long-Term Madness WIS saving throw DC 25

AUTHOR: GRUBBO
Robe of Ankharel
Robe/Wondrous Item, requires Attunement by a spellcaster.

Description:
A dull brass-coloured robe made by J'mon Sa Ord, ruler of the distant Marquesan city
Ankharel.
You may prepare one additional spell if your class requires you to prepare spells, or you
learn one additional spell for whatever your highest-level class is. Choose on a tie.

Dormant:

 Your AC becomes 13+Dex, if it is not higher from another source.


 Sleep Breath: Sleep for 1 minute, until damaged, or an ally uses an action to wake
them, 30 ft cone, DC 15 Constitution Save, action to use 1/long rest.
 Can cast Disguise Self with your spell save DC 1/long rest.
 +1 spell known/prepared.

Awakened:

 Sleep Breath to 60 ft cone, DC to 18, bonus action to use 1/long rest


 Can cast Alter Self 1/long rest.
 +1 Metamagic known.
 +2 max sorcery points/long rest.

Exalted:

 Your spell save DC and attack bonus both increase by 1.


 Sleep Breath to 90 ft cone, DC to 21, bonus action to use 1/short rest.
 Can cast Polymorph with your spell save DC 1/long rest.
 +1 spell known/prepared.
 +1 additional max sorcery point.

AUTHOR: UNCREDIBLE HULK0


Gloves of the Fallen One.
Legendary Gloves (requires attunement by a non-evil character)

Description
These gloves are made of white leather, but moss and vines cover part of their exterior and
one of them is partially burnt.

The exterior is rough, but the interior is soft as if the gloves were on a perfect condition and,
in fact, wearing them fills you with a strange comfort feeling.

It is said these gloves were once part of Xalicas’ equipment, but after she realized she
couldn't stop all the evils in the world in her weakened state, she decided to lend her power
to those worthy, lending this way, her gloves, to the one adventurer she saw most potential
in.

Method of Destruction.
The Gloves of The Fallen One can only be destroyed by his wearer, a creature attuned to
them can destroy the legendary gloves if their alignment turns to evil (or behaves like an evil
person for a moderate time if not using alignment system) if this happens, the burnt part of
the gloves grows gradually until consuming both of them and then turns them to ash.
Another way of destroying the artifact is acting on Gruumsh or Lolth’s behave (up to DM
discretion).

Dormant:

 Gift of the Broken: Your blessed touch can heal wounds. You have a pool of healing
power that replenishes when you take a long rest. With that pool, you can restore a
total number of hit points equal to your level. As an action, you can touch a creature
and draw power from the pool to restore a number of hit points to that creature, up
to the maximum amount remaining in your pool.
 Embrace of the Forgotten: As a bonus action, you can channel the energy through the
gloves to cast the spell Grasping Vine (DC 14). Additionally, if the target fails the
saving throw, it receives 1d6 radiant damage from the vine. Once you use this trait
you cannot use it again until completing a long rest.
 Endurance of the Fallen: You have resistance to necrotic damage.

Awakened:

 Gift of the Broken: Alternatively, you can expend 5 hit points from your pool of
healing to cure a disease or end an effect that’s causing the deafened, poisoned,
frightened or charmed conditions on a creature.
 Embrace of the Forgotten: The damage inflicted by the spell Grasping Vine increases
to 2d8 and the DC to 16.
 Endurance of the Fallen: You gain resistance to radiant damage in addition of the
previous one.
Exalted:

 Embrace of the Forgotten: The number of times you can cast Grasping Vine until you
need to rest increases to three and the DC to 18.
 Blind’s Blessing: You can channel the energy pulsing through the gloves to cast the
spell True sight once a day.

AUTHOR: YISUS

Arbor's Splinter
Legendary Staff, requires Attunement by a spellcaster.

Description:
A 4 ft long red oak staff, splintered off of the Arbor Exemplar in the Barbed Fields of
Xhorhas.

Dormant: 6 charges, recharges 1d4+2 charges at dawn.

 1 charge to cast Goodberry.


 2 charges to cast Entangle.
 Wild Speech: You can speak to small plants and animals while holding this staff.

Awakened: 10 charges, recharges 1d6+2 charges at dawn.

 4 charges to cast Guardian of Nature.


 5 charges to cast Tree Stride.
 Attacks with this staff are made at +1 to attack and damage rolls.
 You can use your strength or wisdom for attack rolls with this staff.

Exalted: 15 charges, recharges 1d6+4 charges at dawn.

 6 charges to cast Transport Via Plants.


 3 charges to cast Erupting Earth, can upcast 1 level/charge.
 While holding this staff, gain a +1 to spell attack rolls/spell save DC.

AUTHOR: UNCREDIBLE HULK0


Ring of Musical Royalty
Legendary ring, requires attunement by a bard.

Description:
A fairly large golden ring with an amethyst set into it. It was owned by the Purple Duke; a
famous Marquesan bard once welcome in any royal court of Exandria. The fall of the Julous
Dominion found him on the wrong side of King Dwendal, and his tune in history was cut
short. For all of these abilities except Conjure Instrument, you must be holding an
instrument conjured by the ring.

Dormant:

 Conjure Instrument: As a bonus action, you can use the ring to conjure any
instrument that fits in a 5 ft cube in front of you. The conjuration looks and feels real.
You are considered proficient with the instrument.
 Inspiring Tune: As an action, you can play the instrument to regain one use of your
Bardic Inspiration feature. This property cannot be used again until the next dawn.

Awakened:

 +1 to spell attack rolls/spell save DC.


 Shred Lightning: +1d4 lightning or thunder damage when you deal damage with any
spell, 1/turn

Exalted:

 Amplified Echo: You can expend a 1st level spell slot or higher to target a 2nd
creature within range when you cast Vicious Mockery. Shred Lightning (+1d4
damage) applies to both targets.
 Hypnotic Tempo: When you cast a spell from the Enchantment school, you may
expend a Bardic Inspiration to give a target disadvantage on their first saving throw.

AUTHOR: UNCREDIBLE HULK0


The Tinkered List
Legendary Gun (Pepperbox), requires attunement

Range: 80/320

Damage: 1d10 magical piercing

Reload 6; Misfire 2

Description:
The former gun of Lord Percival Fredrickstein von Musel Klossowski de Rolo III of
Whitestone, brought to Wildemount by Taryon Darrington. Eventually Taryon brought it to
Hupperdook for assistance in returning it to its former glory. The gnomes there happily
obliged, and after repair started to add in magical enchantments. This vestige takes rare
metals (e.g., Adamantine, Mithril, Flail snail shell) and some elemental or Shadowfell
essences to rise to Awakened and Exalted states rather than personal growth and
experience.

Dormant:

 +1 to attack and damage rolls


 Headshot: 1/long rest, activate on hit for +1d6 damage, target must make DC
8+prof+Dex Constitution save or be stunned until the end of your next turn.
 Inscribe Barrel: Can cast Hex 1/long rest

Awakened:

 +2 to attack and damage rolls


 Elemental shot: 1st and 4th barrel deal additional 1d6 fire and cold damage
respectively.
 Headshot: 1/short rest, +1d6 additional damage.
 Inscribe Barrel: Can cast Hex 1/short rest

Exalted:

 +3 to attack and damage rolls


 2nd and 3rd barrel deal additional 1d6 lightning and thunder damage respectively.
 Killer's Eye: When you kill an enemy on your turn, you may you use your reaction to
shoot another enemy within range. 2/short rest.

AUTHOR: UNCREDIBLE HULK0


Fortune’s Doubloon
Wondrous Item, legendary (requires attunement by a chaotic character).

Description:
A golden coin with a carving on both faces, the carving is identical on both sides, it depicts
the portrait of a woman looking to the left, hair loosened to the wind. That image represents
the goddess Avandra, the goddess of freedom and chance.

Dormant:

 As an action, you can throw the coin into the air and ask it a question, when the coin
lands on your hand again, it will give you an answer as if the Augury spell were
casted by changing the carving on the visible side (The new carving will depict the
same woman walking down or up a road, depending on the answer). You can use
this ability once per long rest.
 Additionally, you gain the ability to use the dash or disengage actions as a bonus
action.

Awakened:

 The times you can cast Augury with this coin increases to 3 per day.
 Your movement increases in 5 ft, and it cannot be reduced by any magical effect.

Exalted:

 The luck is on your side, now you can reroll 1s on ability checks, attack rolls or
saving throws but you must use the new roll.
 You can now use your action to assume the form of a spirit. For 1 minute, you ignore
all the objects, creatures, and other effects outside the Ethereal Plane, so you can
move through them as if you were ethereal. The creatures from the Material Plane
cannot perceive you or interact with you unless they have an ability that lets them do
it. You can perceive the Material Plane but cannot affect it either. Once you have
used this feature, you cannot use it again until you take a long rest.

AUTHOR: YISUS
Zilvakist
Longsword, Artifact (requires attunement by a non-evil character)

Properties: Versatile (1d10), Finesse

Description:
This legendary blade holds the soul of Zilva, a high elf who was killed during the fall of
Molaesmyr but bound his soul to this elven longsword before his death. When he passed,
his soul was sealed inside so he could possibly assist in the cleansing of the fallen elven city.
The sword is extremely lightweight, elven design with blue runes running down the centre
of the blade.

Sentience:
Zilvakist is a sentient neutral good weapon with an Intelligence of 20, a Wisdom of 18 and a
Charisma of 17. It has hearing and darkvision out to a range of 120 feet. The weapon
communicates telepathically with its wielder and can speak, read, and understand Sylvan,
Elven and Common.

Personality:
Zilva is a neutral good being. He may reject a wielder during the attunement process if he
does not deem them in alignment with his goals. His ultimate goal is to return to
Molaesmyr, cleanse the city and destroy his corrupted, soulless body within the ruins.

Dormant:

 You gain a +1 bonus to attack and damage rolls made with this magic weapon.
 Zilvakist has 4 charges, which are regained on a long rest.
 When the wielder hits with an attack, they can choose to expend any number of
charges, dealing an additional 1d6 force damage per charge expended, as Zilva
appears as a spectral warrior to assist in battle alongside his wielder.

Awakened:

 You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Zilvakist gains an additional 4 charges for a total of 8.
 Soul Slash: When the wielder hits with an attack, they can choose to send a soul
slash up to 30ft in a line, dealing additional force damage to all hostile creatures
equal to the roll of the expended charges.
Exalted:

 You gain a +3 bonus to attack and damage rolls made with this magic weapon.
 Zilvakist gains an additional 4 charges for a total of 12.
 When you roll initiative and Zilva has no charges remaining, regain 1d4 additional
charges.
 Soul Slash Step: When the wielder uses the Soul Slash ability, they can choose to
teleport to any point along the soul slash they created.

AUTHOR: COBALTOAK
Arcanum Armor
Armor (leather, AC 11+ dexterity modifier), artifact (requires attunement)

Description:
The armor is made of a material similar to leather, but of unknown origins. There are
numerous pockets, holsters and small metal contraptions of unknown use all around the
armor. The breastplate is hard as at least boiled leather, and other parts of the armor are
softer and more flexible. Unlike most leather armors this armor also covers your arms up to
your wrists. The armor was scavenged from Eiselcross. If attuned, small needle-like spikes
burrow inside your shoulders infusing the wearer with muscle memory effects.

Note: To achieve the awakened status the character must spend some time tinkering with it
during downtime. The amount of time is established by the DM. To achieve the Exalted
status the character must find a way to fully load the Arcanum Armor.

Dormant:

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


 Muscle memory: The armor guides your muscles giving you exceptional precision.
You gain proficiency with Tinker's Tools and Firearms.

Awakened

 By tinkering with the Arcanum Armor, you release mechanisms stuck inside. Your
Firearms proficiency is replaced by the Gunner Feat (increase your Dex. score by 1, to
a max. of 20, gain proficiency with firearms, ignore the loading property of firearms,
being within 5 feet of a hostile creature does not impose disadvantage on your
ranged attack rolls).
 You also discover a special set of gestures made by your left arm that allows you to
use your action to cast the spell "wristpocket" (once per long rest).

Exalted

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


 You can now use the "wristpocket" spell twice per long rest.
 You also find a mechanism that allows you to store potions inside your armor. You
have 3 potion slots. You must choose and program each of the slots with a release-
trigger. The armor auto applies the potions to the wearer if a trigger occurs.

AUTHOR: TIMOR SOL


Bracers of Ohm
Wondrous Item, artifact (requires attunement by a medium humanoid)

Description:
These bracers are made of soft, red leather and are lined with a brass-like threads. The
threads seem to be liquid metal that stiffens and relaxes. Some of the threads seem dormant.

Dormant

 While wearing the gloves your Unarmed Strikes count as magical.


 The gloves can hold up to 2 charges, the charges hold up to 1 minute and dissipate.
Each time you hit a living creature with an Unarmed Strike you generate a charge
and the bracers' threads start glowing. If the gloves have 2 charges, you can expend 1
charge to cause a hit with Unarmed Strike to deal additional 1d4 Lightning damage
or 2 charges to deal additional 2d4 Lightning damage.
 You may also choose to use 2 charges to unleash a special Ranged Unarmed Strike,
causing Force damage equal your proficiency modifier + Dex modifier + 2d4
Lightning damage (range 30/60). Calculate the 'to hit' value as if this was a melee
attack. Once both charges have been expended, the threads stop glowing.

Awakened

 The bracers enhance your grip, granting you proficiency in Athletics (or granting you
expertise in this skill, if you are already proficient).
 You also gain the Grappler Feat (you may ignore the Strength 13 or higher
prerequisite).

Exalted

 Your bracers can now hold up to 4 charges, and the charges dissipate after 10
minutes.
 If the bracers have at least 1 charge, you can expend 1 charge to cause a hit with
Unarmed Strike to deal additional 1d6 Lightning damage (2 charges for 2d6
Lightning damage, 3 charges for 3d6 Lightning damage and 4 charges for 6d6
lightning damage).
 You may also choose to use 2 charges to unleash a special Ranged Unarmed Strike
(calculate the 'to hit' value as if this was a melee attack), causing Force damage equal
your proficiency modifier + Dex modifier + 2d6 Lightning damage (range 30/60).
 The gloves crackle with energy granting you Lightning damage immunity.

AUTHOR: TIMOR SOL


Arcanum Boots
Wondrous Item, artifact (requires attunement by a spellcaster dragonborn)

Description
The boots are tailored to fit Dragonborn feet and claws only. They are made out of
numerous metal straps, springs, contraptions and quirky mechanisms. There is also a large
faintly glowing rainbow crystal underneath each sole. They are clearly malfunctioning and
have been repaired by someone without proper expertise.
Note: to awaken Arcanum Boots you must experience extreme emotions, like falling off a cliff, almost dying and
surviving multiple times etc.

Dormant

 Difficult terrain and water no longer affect the wearer of the when it comes to
movement. They extend to become swimming flippers, become warm to melt snow,
grow spikes when needed. The Boots will however not withstand extreme
conditions. Fire, lack of atmosphere, being frozen may destroy them.
 The faintly glowing crystals underneath each sole errupt with a fountain of lights if
the wearer rolls a nat. 20 during moments of emotions - during battle, but also
during a heated argument. If that happens, roll a d100 and consult the table to see the
outcome. [https://homebrewery.naturalcrit.com/share/LZQ0goSL2l4m]

Awakened

 The boots gathered additional energy, allowing the wearer to jump 30 ft. once every
short or long rest (as a bonus action). The jump can be vertical or horizontal.
 Additionally, you can use your reaction to mitigate fall damage by 10 points of
damage times your proficiency modifier.
 You can also tap your heels once every long rest to cause a Wild Magic surge
(consult table for the outcome).

Exalted

 The boots are now in symbiosis with you. They are still malfunctioning, but you
understand how to use them.
 You can choose not to cause the Wild Magic surge while rolling a nat. 20.
 You can now also jump 40 ft. (bonus action) and you also gain 15 ft. of additional
movement.

AUTHOR: TIMOR SOL


Kolossal Blade
Great sword, Artifact (Requires attunement)

Description:
As though the essence of the Chasms of Wastes themselves fills the sword, this gigantic
sword has a scent of smoke, it magically attunes to the wearer’s physicality, having a
disproportionate weight, and is fuelled by Psionics and the Arcane

It has irremovable white bandages wrapped around the handle with a large blade covering
most of the width of the girthy hilt, it seems to be made from the magma rocks and obsidian,
it is black in colour and when attuned, the cracks fill with magma that appears to be stuck in
the blade

Dormant

 You get a +1 to attack and damage rolls made with this weapon
 The weapon has 4 charges
 On attunement, if the wielder chooses, the weapon gains the Finesse and or Simple
weapon property
 Magma Essence: The blade becomes boiling hot, when the wielder a makes a damage
roll, they can expend a charge to cause blade to do an additional 1d8 Fire Damage
 Misty Present: Blue mists radiates from the blade and blue lines form in your vision,
as a bonus action costing a Spell Slot or Expendable Psionic Feature, the wearer can
choose to control the smoke and gain Advantage on their next attack

Awakened:

The blade itself grows darker, the cracks more vibrant and the smokes becomes a faint blue
mist radiates from the blade in combat

 You get a +2 to attack and damage rolls made with this weapon
 The weapons gains an additional 4 charges for a total of 8
 Awakened Magma Essence: The blade becomes searing hot, when the wielder a
makes a damage roll, they can expend a charge to cause blade to do an additional
1d10 Fire damage that bypasses fire resistance
 Misty Future Present: As blue mists radiates from the blade and blue lines form in
your vision, as a bonus action costing a Spell Slot or Expendable Psionic Feature, the
wearer can choose to control the mists and gain Advantage on their next attack, and
any attack made against the wielder until the start of their next turn is at
Disadvantage
Exalted

The blade radiates a blue mist in combat, cooling the blade's cracks as they have grown
brighter, larger, and more violent, the weapon gains the following properties:

 You get a +3 to attack and damage rolls made with this weapon
 The weapons gains an additional 4 charges for a total of 12
 Exalted Magma Essence: The blade becomes scorching hot, when the wielder a
makes a damage roll, they can expend a charge to cause blade to do an additional
2d10 Fire damage that bypasses fire resistance
o The Wielder can also expend 3 charges to cause Exalted Magma Essence to do
3d10 fire damage
 Misty Future Present Past: As blue mists radiates from the blade and blue lines form
in your vision to guide you, as a bonus action costing a Spell Slot or Expendable
Psionic Feature, the wearer can choose to control the mists and gain Advantage on
their next attack, and any attack made against the wielder until the start of their next
turn is at Disadvantage,
o One willing creature that the Wielder designates gains the benefits of Misty
Future Present Past's until the start of their next turn as the mists guide them
as well
 Cooling Mists: The blade's mist coalesces around the blade and flash freeze the blade
itself making it as cold as a blizzard, when the wielder a makes a damage roll, they
can expend 2 Spell Slots or 2 of an Expendable Psionic Feature to cause blade to do
an additional 3d10 Cold damage
 Kollosal Vanquish: The sword becomes as heavy as a mountain and the cracks shine
as bright as Primordial flames, on a damage roll, costing 4 charges, the wielder to
deals 7d10 Force damage and suffers the damage halved, as the blade becomes
significantly heavier and breaks some of the bones of the wielder
o The targeted creature must make a DC 17 Constitution saving throw or
become stunned for a round

AUTHOR: KOTORI_LUNA61
Titania’s Heart
Wondrous item, legendary (requires attunement by a sorcerer)

Description:
This warm crystal faintly glows with the endless twilight and infinite sunset of the Feywild.
While holding it, you can sometimes hear the faint laughter and joyous song of the Summer
Court.

Method of Destruction:
The shard dissolves into harmless multi-coloured butterflies if a tear of sadness from
Oberon, the Green Lord, touches its surface.

Dormant:

 As an action, you can attach the shard to a Tiny object (such as a weapon or piece of
jewelry) or detach it. It falls off if your attainment to it ends. You can use the shard as
a spellcasting focus while you hold or wear it.
 When you use a Metamagic option on a spell while you are holding or wearing the
shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the
result is a spell, it is too wild to be affected by your Metamagic, and if it normally
requires concentration, it does not require concentration in this case; the spell lasts
for its full duration. If you don’t have the Wild Magic Sorcerous Origin, once this
property is used to roll on the Wild Magic Surge table, it can’t be used again until the
next dawn.
 The shard guards your mind, granting you advantage on saving throws against
being charmed or frightened.

Awakened:

 Whenever you cast an enchantment or illusion spell that requires a creature to make
a saving throw, you can spend a number of sorcery points equal to the spell’s level to
impose disadvantage on the roll.
 As an action, you can influence the spirits of nature with powerful emotion. Each
beast, plant, or fey creature that you can see within 30 feet of you must succeed on a
Wisdom saving throw against your spell save DC. If a creature fails the saving
throw, it is charmed by you or frightened of you (your choice) for 1 minute or until it
takes damage. While it is charmed by you, it is friendly to you and any other
creatures you designate. Once you use this trait, you cannot use it again until you
take a long rest.
Exalted:

 Whenever you take damage from a spell or magical effect caused by a creature, you
can use your reaction to spend a sorcery point or spell slot to cause a Wild Magic
Surge. If the result is an effect or spell that does not deal damage or impose a
condition, it has no effect and you do not expend the sorcery point. The target of the
surge is the creature that inflicted the damage.
 As a bonus action, you can cause a Wild Magic Surge. You can do this a number of
times per long rest equal to your proficiency bonus.
 Whenever you roll on the Wild Magic Surge table, you can expend a sorcery point or
spell slot to reroll on the table, choosing either roll. You can reroll a number of times
on the table equal to your proficiency bonus.

AUTHOR: PAX

Justicar’s Gavel
Weapon (maul), legendary (requires attunement)

Description:
This titanic stone mallet was used by judges of an ancient giant kingdom to resolve disputes
of the Ordning. On each end of the gavel, giant runes shift and change to impart magical
effects with each of its strikes. In the hands of a humanoid creature, it is a magical maul.

Method of Destruction:
The gavel must simultaneously take bludgeoning, lightning, thunder, fire, and cold damage
on the plane of Ysgard.

Dormant:

 You gain a +1 bonus to attack and damage rolls with this magical weapon.
 The maul has two charges. You can expend a charge to cause a rune to glow on the
maul, which functions as casting one of the following spells. The spell save DC for
your runes spells is equal to your Constitution score.
 You can cast the following runes, imparted by the stone and hill giants:
enlarge/reduce (only the enlarge option) or meld into stone.

Awakened:

 You gain a +2 bonus to attack and damage rolls with this magical weapon.
 The maul now has three charges and can manifest new runes, known by the fire and
frost giants: Fire shield and armor of Agathys (4th level).
Exalted:

 You gain a +3 bonus to attack and damage rolls with this weapon.
 When making an attack roll against giants or dragons, you can treat an attack roll of
19 or 20 as a critical hit.
 The maul now has four charges and can manifest the following runes, known by the
cloud and storm giants: Investiture of wind and Thunder step.

AUTHOR: PAX

Matron’s Athame
Weapon (dagger), legendary (requires attunement by a spellcaster)

Description:
This razor-sharp obsidian dagger was once used by a coven of witches that served the Raven
Queen, using it in rituals of blood magic that venerated their matron. You can use the
dagger as a spellcasting focus.

Method of Destruction:
By plunging the dagger into the heart of a vampire lord and then immediately submerging it
in holy water, the dagger melts into warm blood.

Dormant:

 You gain a +1 bonus to melee attack and damage rolls made with this magic weapon.
 When you cast a spell of 1st level or higher and you roll for damage, you can sacrifice
a number of Hit Die that you can then roll and add to the damage of your spell.
When you do this, you suffer slashing damage equal to the damage rolled on the
expended Hit Die. This damage cannot be reduced in any way.
 The dagger has two charges. You can spend a charge to cast one of the following
spells: Hex and Locate creature (cannot be used on undead or constructs).
Awakened:

 You gain a +2 bonus to melee attack and damage rolls made with this magic weapon.
 As a bonus action, you can control the movement of one creature cursed by your Hex
spell that you can see within 30 feet. The creature must succeed on a Constitution
saving throw versus your spell save DC or use its reaction to move up to 30 feet in a
direction of the witch’s choice.
 The dagger has three charges. The following spells are added to the list that you can
cast with these charges: Bestow curse, scrying (can only be used if you possess the blood of the
creature), and vampiric touch.

Exalted:

 You gain a +3 bonus to melee attack and damage rolls made with this magic weapon.
 When you empower the damage from a spell with your Hit Die, you can heal a
creature that you can see within 30 feet other than yourself by a number of hit points
equal to the total number rolled on the Hit Die.
 The dagger has four charges. The following spells are added to the list that you can
cast with these charges: Contagion, Summon greater demon, and Life transference.

AUTHOR: PAX
Luxon's Soulblade
Longsword, Legendary

Description:
This silver sword has wings on the hilt and a dodecahedron on the pommel, and it will grow
in length and power as the wielder gets stronger. As a soulblade it will reappear when this
body perishes, and the current soul gets reborn by the power of the Luxon. It is unique that
a Vestige of Divergence has found its way into a soul-line (bloodline) tracing all the way
back to a Calamity-era hero. This makes it a perfect candidate for Hexblade Warlocks.

Dormant: Silvered

Spells from the Soulblade:

 Light on blade (At Will)


 Find Familiar (Whatever creature is summoned takes a crystalline, light-refracting
form)

Awakened: 2 charges, regains 1d6 + CHA modifier expended charges each dawn

+1 attack/damage bonus

 Advantage on first death save each dawn


 Inspiring Leader Feat
 Spells from the Soulblade:
• Light on blade (At Will)
• Find Familiar (Whatever creature is summoned takes a crystalline, light-
refracting form)
• Shield (1 charge)

Primed: 12 charges, regains 1d6 + CHA modifier expended charges each dawn

 +2 attack/damage bonus
 Advantage on first and second death save each dawn
 Spells from the Soulblade:
o Light on blade (At Will)
o Find Familiar (Whatever creature is summoned takes a crystalline, light-
refracting form)
o Shield (1 charge)
o Fortune’s Favor (2 charges)
o Pulse Wave (3 charges)
o Gravity Sinkhole (4 charges)
o Temporal Shunt (5 charges)
Exalted: 12 charges, regains 1d6 + CHA modifier expended charges each dawn

 +3 attack/damage bonus
 Advantage on first, second, and third death save each dawn
 Avatar of Light
 1-minute transformation once per dawn:
o Immunity to radiant & necrotic damage
o Charisma and maximum +2
o All damage dealt is radiant
o As a bonus action on each of your turns, you may cast Guiding Bolt at second
level (5d6)
 Spells from the Soulblade:
o Light on blade (At Will)
o Find Familiar (Whatever creature is summoned takes a crystalline, light-
refracting form)
o Shield (1 charge)
o Fortune’s Favor (2 charges)
o Pulse Wave (3 charges)
o Gravity Sinkhole (4 charges)
o Temporal Shunt (5 charges)

AUTHOR: DARKWINGDUCK
Spell Knight's Sorrow
Legendary Longsword

Description
A nameless Spell Knight who gave up his life to protect his Archmage mentor during the
Calamity. The sword is found in the waste of Eiselcross, within the corpse of a Green
Dragon that was a general for Tiamat, however the body of the Knight was never found, and
his name lost to the ages

Dormant

 +1 Attack Bonus
 If you damaged an enemy last round you can cast Minor Illusion with no
components needed. (1/SR)

Awakened

 +2 Attack Bonus
 If you damaged an enemy last round you can cast Minor Illusion with no
components needed. (2/SR)
 If you damaged an enemy last round you can cast Major Illusion with no
components needed. (1/SR)
 If you damaged an enemy last round you can cast Hallucinatory Terrain with no
components needed. (1/SR)

Exalted

 +3 Attack Bonus
 If you damaged an enemy last round you can cast Minor Illusion with no
components needed. (3/SR)
 If you damaged an enemy last round you can cast Major Illusion with no
components needed. (2/SR)
 If you damaged an enemy last round you can cast Hallucinatory Terrain with no
components needed. (2/SR)
 If you damaged an enemy last round you can cast Illusory Dragon with no
components needed. (1/SR)
 If you damaged an enemy last round you can cast Weird with no components
needed. (1/SR)

AUTHOR: GRUBBO
Bug Smasher
Legendary Greathammer

Description
Buddy, it's in the name

Dormant

 +1 Attack Bonus
 Advantage Attack Rolls Against Bugs

Awakened

 +2 Attack Bonus
 Bug Attack Rolls against you with Disadvantage
 Advantage Attack Rolls Against Bugs

Exalted

 +3 Attack Bonus
 Bug Attack Rolls against you with Disadvantage
 Advantage Attack Rolls Against Bugs
 Cast Wish, but only for Anti-Bug Related Matters (1/Year)
AUTHOR: GRUBBO
Symbiotic Cloak of Hadar
Arm of the Betrayer, Wondrous Item, Legendary (requires attunement)

Description:
A dark, arcane essence pulses within this deep black /scarlet reversible cloak of constant
motion. Symbiotic to its wearer, the cloak reacts defensively to all attacks providing some
resistances and can be worn in addition to light or medium armor.

Sentience: The Symbiotic Cloak of Hadar is a sentient lawful evil item with an Intelligence
of 20, a Wisdom of 16, and a Charisma of 18. It has hearing and darkvision out to a range of
120 feet.

The cloak communicates telepathically with its wielder and can speak, read, and understand
Common, Undercommon, and Deep Speech.

Personality: A commanding Neogi Master named Prissith lives within the Symbiotic Cloak
of Hadar. The cloak expects its wearer to subjugate others and to only take on a challenge if
it knows it will win. It may choose to lash out against those it sees as a potential threat. A
50/50 roll from the wearer can negate this attack.

Method of Destruction: The cloak is destroyed if devoured by Uk’otoa or another dark


entity.

Dormant:

 The cloak provides resistance to bludgeoning, piercing, and slashing damage.


 As a reaction, you may use the Arms of Hadar spell (2d6 necrotic, 10ft range) to lash
out at your attackers once per dawn.

Awakened:

 The cloak grants you a +1 bonus to AC.


 The cloak provides additional resistance to necrotic damage.
 As a reaction, you may use the Arms of Hadar spell (3d6 necrotic, 10ft range) once
per dawn.
Exalted:

 The cloak grants you a +2 bonus to AC.


 The cloak provides additional resistance to psychic damage.
 As an action or reaction, you may use the Hunger of Hadar spell (2d6 cold, DEX DC
10+ for 2d6 acid, 150ft range, 20ft radius) once per dawn.
 As a reaction, you may use the Arms of Hadar spell (4d6, 10ft range) once per dawn.
 Magical darkness does not impede your darkvision.

AUTHOR: MAG RAITH

Armor of Avandra
Vestige of Divergence, Armor (Leather), Legendary (requires attunement)

Description:
The most commonplace appearance for a vestige that was blessed by the Change Bringer
herself. Once offered to a simple merchant who grew beyond her station in life to fight
tyranny in the service of others. Base leather armor AC11+DEX.

Dormant:

 The armor grants you a +1 bonus to AC.


 You can use a bonus action to disengage/dodge opportunity attacks once per short
rest.
 The wearer is considered Lucky and can use one luck point for every short rest.

Awakened:

 The armor grants you a +2 bonus to AC.


 The wearer is considered Lucky and can use two luck points for every short rest.
 As a reaction, you may use a melee weapon attack once per short rest.

Exalted:

 The armor grants you a +3 bonus to AC.


 The wearer is considered Lucky and can use three luck points for every short rest.
 As a reaction, you may use a melee weapon attack or melee spell attack once per short
rest.

AUTHOR: MAG RAITH


The Keeper's Shield
Wondrous Item, Legendary (requires attunement by a Cleric or Paladin)

Description:
The Shield is a Large Heater shield emblazoned with the symbols of Pelor, the symbol of the
sun seems to pulse faintly in the darkness although it does not give off any light.

Dormant:

 When wielding this shield, you gain +1 to your Armour Class and Spell Saves
 It also grants you the use of the spell Fortune's Favour at Level 2 (2 Charges,
recharges at Dawn)
 You impart latent luck to yourself or one willing creature you can see within range.
When the chosen creature makes an attack roll, an ability check, or a saving throw
before the spell ends, it can dismiss this spell on itself to roll an additional d20 and
choose which of the d20s to use. Alternatively, when an attack roll is made against
the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which
of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20
roll has advantage or disadvantage, the creature rolls the additional d20 after
advantage or disadvantage has been applied to the original roll.

Awakened:

When the Keeper's Shield reaches an awakened state, it gains the following properties:

 While you wield the shield, you gain +2 to your Armour Class and Spell Saves and
you also have advantage on saving throws against spells and magical effects.
 It also grants you the use of the Spell Temporal Shunt at Level 5 (1 Charge,
Recharges at dawn)
 You target the triggering creature, which must succeed on a Wisdom saving throw or
Vanish, being Thrown to another point in time and causing the Attack to miss or the
spell to be wasted. At the start of its next turn, the target reappears where it was or in
the closest unoccupied space. The target does not remember you casting the spell or
being affected by it.
Exalted:
When the Keeper's Shield reaches an exalted state, it gains the following properties:

 When wielding this shield, you gain +3 to your Armour Class and Spell Saves and
Resistance to Necrotic damage, you also have advantage on saving throws against
spells and magical effects
 It also grants you the use of the spell Reality Break at Level 8 (1 Charge, Recharges
after 3 days)
 You shatter the barriers between realities and timelines, thrusting a creature into
turmoil and madness. The target must succeed on a Wisdom saving throw, or it can’t
take reactions until the spell ends. The affected target must also roll a d10 at the start
of each of its turns; the number rolled determines what happens to the target, as
shown on the Reality Break Effects table. At the end of each of its turns, the affected
target can repeat the Wisdom saving throw, ending the spell on itself on a success.
Reality Break Effects d10 Effect 1–2 Vision of the Far Realm. The target takes 6d12
psychic damage, and it is stunned until the end of the turn. 3–5 Rending Rift. The
target must make a Dexterity saving throw, taking 8d12 force damage on a failed
save, or half as much damage on a successful one. 6–8 Wormhole. The target is
teleported, along with everything it is wearing and carrying, up to 30 feet to an
unoccupied space of your choice that you can see. The target also takes 10d12 force
damage and is knocked prone. 9–10 Chill of the Dark Void. The target takes 10d12
cold damage, and it is blinded until the end of the turn.

AUTHOR: JONDEMAND
Mercy's Cloak
Wondrous Item, Uncommon (requires attunement by characters that have healing class
features)

Description:
Once the mark of healers and priests of Raei, this cloak bears the latent magic of past owners
to empower and protect. While dormant, this garnet cloak is embroidered with faint
glowing lines tracing a picture of folded wings. As it becomes more powerful, the wings will
appear to spread out and become bolder. This cloak can be worn in addition to any armour.

Method of Destruction: It is destroyed when held over Everlasting flames by a lawful evil
character worshipping Asmodeus

Dormant:

 While attuned to this cloak you gain +1 to your AC and spell saving throws.
 When you heal/revive a creature, each die gains +1 to its result. When reviving
creatures to 1 hit point, they gain 2 instead.
 You can cast Lesser restoration once per long rest using the cloak.

Awakened:

 While attuned to this cloak you gain +2 to your AC and spell saving throws.
 When you heal a creature, each die gains +2 to its result. When reviving creatures,
Cure Wounds is also cast at 1st level on them.
 You can cast Lesser restoration three times per long rest using the cloak.

Exalted:

 While attuned to this cloak you gain +3 to your AC and spell saving throws.
 When you heal a creature, each die gains +3 to its result. When reviving creatures,
Cure Wounds is also cast at 3rd level on them.
 You can cast Lesser restoration three times per short rest using the cloak.

AUTHOR: 23FLEXINGMONKEYS
M’Lady First
Weapon (Pepperbox), Legendary (requires attunement)

Description:
A broken pepperbox that is tainted by a strong necrotic energy fuelled by hatred. It bears a
strange eye symbol of an eye covered in black feathers.
“I’ll do whatever it takes to bring back my lady even if it means to curse them to their death! ” - Keyrra Kytt.

Dormant:
The pepperbox grants the following benefits in its dormant state:

 You gain a +1 bonus to attack and damage rolls made with this magic weapon.
 The pepperbox deals necrotic damage instead of piercing damage and it does not
require ammunition for this weapon.
 You can attempt to curse the target whenever you make a ranged attack. The target
of your attack becomes cursed until it dies or until dawn seven days later. You can
have only one cursed target at a time and ranged attack rolls with this weapon
against your cursed target gains no benefit from cover, other than total cover. When
your cursed target dies, you can choose a new one after the next dawn.
 Curse of Despair: When you make a ranged attack roll with this weapon against your
cursed target choose one ability score the target has disadvantage on ability checks
and saving throws made with the chosen ability.
 Cursed of Malice: When you make a ranged attack roll with this weapon against
your cursed target, it will take an extra 4d8 necrotic damage and it can't regain hit
points until the start of your next turn.

Awakened
When the pepperbox reaches an awakened state, it gains the following properties:

 You gain a +2 bonus to attack and damage rolls made with this magic weapon.
 The weapon gains a new curse option called Curse of Devour. When you reduce a
hostile creature to 0 hit points, you gain equal to the slain creature’s hit point
maximum. These hit points fade after 24 hours. As long as these temporary hit points
last and you keep M’Lady First in hand, you have advantage on attack rolls, saving
throws, and ability checks.
Exalted
When the pepperbox reaches an exalted state, it gains the following additional properties:

 You gain a +3 bonus to attack and damage rolls made with this magic weapon.
 Attacks with this weapon ignore resistance to necrotic damage.
 You can use the Curse up to 2 times.
 The weapon gains a new curse option called Curse of Annihilation. When you hit a
creature with ranged attack, you take half of your maximum of hit point to mark a
cursed target which lasts for seven days until dawn. To do so, you and the target
must be on the same plane of existence. When you use this action, the creature must
make a DC 18 Constitution saving throw. If it fails, it is reduced to 0 hit points. If it
succeeds, it takes 10d10 necrotic damage.

Editor Notes
Try to implement the curse either through the Hex/Hunter’s Mark Method or through the Poisoned method.

AUTHOR: FINN (ISAZAINAL)


Crown of Mirrors
Legendary Item

Description
An ancient crown crafted by Ancient Dwarves for a Dragonslaying Prince from the Age of
Arcanum, the Prince attempted to elevate himself to the level of a Lessor Idol, centuries later
his success is unknown

Dormant

 If a Cantrip was cast last round, you may cast it with no components as an action.
(1/LR)

Awakened

 If in the last minute a spell below 4th level is cast, you may cast it with no
components as an action. (1/LR)
 If you are targeted by a spell in the past minute, you have advantage in saves against
that spell for the next day

Exalted

 Any spell below 6th level that targeted you in the past 24 hours, you may cast it with
no components as an action. (1/LR)
 If in the last minute a spell below 4th level is cast, you may cast it with no
components as an action. (2/LR)
 If you witness a Cantrip being cast, you may now cast that Cantrip.

AUTHOR: GRUBBO

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