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(RM) Barbarian

The document describes several magic items that enhance a barbarian's abilities related to raging and assuming animal forms. The items allow additional attacks, damage, and effects when raging or using features like Form of the Beast. They provide bonuses, charges to power additional abilities, and ways to enhance existing class features.
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0% found this document useful (0 votes)
34 views8 pages

(RM) Barbarian

The document describes several magic items that enhance a barbarian's abilities related to raging and assuming animal forms. The items allow additional attacks, damage, and effects when raging or using features like Form of the Beast. They provide bonuses, charges to power additional abilities, and ways to enhance existing class features.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MAILBOX

Ancestral Guardian
Spirit’s Cloak Implore, Bracers of Sacred Calling
Wondrous item. Uncommon (requires attunement). Wondrous item. Legendary (requires attunement).
The intricate patterns on this cloak tell a story of long The runes on these bracers represent strength and
past. As an action while raging, you call forth many of protection. While raging, as an action you can draw the
your spiritual warriors to hamper all hostile creatures strength of your ancestors into your body. Until the
within 60ft. Each target is affected by Ancestral start of your next turn creatures within 30ft of you are
Protectors as if you hit with an attack. Once you use affected by Ancestral Protectors and you gain resistance
this feature you cannot do so again until your next rage. to all damage except force damage. You also gain the
In addition, you gain 1 charge for each target. When effects of the Enlarge spell. While enlarged you take on
you fail an ability check or saving throw, you can a spirit like appearance and gain the following benefits:
use your reaction and expend 1 charge to reroll the • Your weapon attacks can deal radiant or force damage instead of its
triggering check. You lose all charges when your rage normal damage type.
ends. • You have an additional reaction that must be used on Spirit Shield.
• Ancestral Protectors affects each creature you hit with an attack on
Belt of the Founder your turn, not just the first.
Wondrous item. Rare (requires attunement). Once you use this feature you cannot do so again until you finish a
This belt is woven with bright strings and beads. While short or long rest.
raging, you can use a bonus action to summon ancestral
guardians to protect a creature within 120ft of you. You
have an additional reaction that can only be used to use
Spirit Shield on your guarded target. Once you summon
the ancestral guardians, you cannot do so again for 10
minutes.
In addition, you deal an extra 1d10 damage to
creatures within 5ft of your guarded target.
Crown of Tribal Kings
Wondrous item. Very rare.
The lost kings of this crown can be your eyes and
ears. As an action, you call upon kings of old to watch
over your or an ally within 30ft. The target gains 60ft
blindsight and has advantage on skill checks to see or
hear for 1 hour. Once you use this feature you cannot
do so again until you finish a short or long rest.
In addition, you can use a bonus action to move the
spirit of the Clairvoyance spell from your Consult the
Spirits. The spirit has a fly speed equal to your speed.

Spirit’s Cloak

4
MAILBOX
Battlerager
Spike Ejector Skewer, Armor of Piercing
Wondrous item. Uncommon. Armor (spiked armor). Legendary (requires attunement).
With some modification you can use this to pressurize This +2 spiked armor has unreasonable large spikes
the spikes and regenerate in your armor. This attached. Your spiked armor attacks gain a +2 to attack
modification has 3 charges and regains expended and damage rolls and the damage when you grapple a
charges at dawn. As a bonus action you can expend target increases to 6. This armor has 5 charges. When
a charge to eject the spikes. Make a an attack with you successfully grapple a creature your size or smaller,
your spiked armor against each creature within 15ft, you can expend a charge to impale it on your spikes. An
although ranged this damage still adds your rage bonus. impaled creature is restrained by you and takes 2d8+5
piercing damage at the start of each of its turns. An
Combatant’s Armor impaled creature can use its action to escape (Escape
Armor (spiked armor). Rare (requires attunement). DC 17). You can have up to 2 impaled creatures at a
This +1 spiked armor is worn by those first into battle. time. You regain all expended charges at dawn.
This armor has 2 charges and returns to 2 charges each In addition, you can use an action to expend a charge
day at dawn. When you gain temporary hit points from and pull a spike from this armor. The spike becomes a
Reckless Abandon while in combat, add a charge to +1 javelin and will impale a creature to a nearby surface
this armor. As a bonus action, you can expend up to on a hit.
5 charges to gain temporary hit points from Reckless
Abandon. Each expended charge you the amount given
in Reckless Abandon.
In addition when hit with your spiked armor you can
choose to lose all temporary hit points from Reckless
Abandon and deal that much in damage to the creature
you hit.
Serrated Blades
Wondrous item. Very rare (requires attunement).
These frighteningly sharp blades are curved to fashion
into your spiked armor. These blades have 3 charges and
regain all expended charges at dawn. As an action, you
make an attack with your spiked armor against each
creature you move within reach of until the end of your
turn as you ready the blades and charge into combat.
A creature hit must also make a DC 16 Dexterity
saving throw or begin to bleed and take 3d6 piercing
damage at the start of each of its turns for 1 minute. A
creature that cannot bleed is immune to this effect and
a bleeding creature can repeat the saving throw at the
Serrated Blades
end of each of its turns, ending the effect on itself on
a success. If you used Battlerager Charge, each attack
made during the action has advantage.

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Flail Snail’s Mail 5
MAILBOX
Beast
Fanged Necklace Behemoth, Headdress of the Beast
Wondrous item. Uncommon. Wondrous item. Legendary (requires attunement).
This necklace taps into the mutable forms of the beast You gain mastery over your feral form. As a bonus
inside you. You can enhance your beast form when you action, you can let loose a guttural howl. Creature of
rage. If you do so, for the duration of your rage you can your choice within 60ft that can hear you must succeed
swap the form of your natural weapon from Form of on a Wisdom saving throw (DC equal to 8 + your
the Beast to a different form as bonus action on each of Constitution modifier + your proficiency bonus) or be
your turns after this one. Once you use this feature you frightened of you for 1 minute. A creature can repeat
cannot do so again until the next dawn. the saving throw at the end of each of its turns, ending
In addition, the first time each day you assume a Form the effect on itself on a success. Once you use this
of the Beast you have not yet taken, you gain temporary feature you cannot do so again until you finish a short
hit points equal to your Barbarian level. or long rest.
In addition, you gain access to all Form of the Beast
Ring of the Shifter natural weapons. When you rage, you manifest the
Wondrous item. Rare (requires attunement). bite, claws, and tail weapon forms and gain one of the
The scars of your bestial soul are marked upon this ring. following abilities of your choice:
You can manifest a bestial feature to gain a flying speed • When you hit a creature with a Bite attack, you also gain temporary
equal to your movement speed for 1 minute. Once you hit points equal to the hit points you regained
use this feature you cannot do so again until you finish • The additional claw attack from your claws weapon has deals an
a short or long rest. additional 1d6 damage if you already damaged that creature on your
This ring has 5 charges and regains all expended turn.
charges at dawn. As an action, you can expend a charge • You have an extra reaction that can only be used by your tail
to touch a willing creature and grant it an aspect of weapon.
Bestial Soul or the bestial feature of this item for 1
minute. If you use the bestial feature on a creature it
expends the use of this feature.
Wrap of the Rabid Fury
Wondrous item. Very rare (requires attunement).
These gloves are primal bloodlust given form and grant
your Form of the Beast Attacks a +1 bonus to attack
and damage rolls. These gloves have 2 charges and
regain expended charges at dawn. While in this state,
when you hit a creature with Infectious Fury you can
expend a charge to enter into a rabid state for 1 minute.
On each of your turns you can use a bonus action to
make an attack with your Form of the Beast weapon.
On a hit the creature is cursed with Infectious Fury. Ring of the
If you end your turn without cursing a creature with Shifter
Infectious Fury, your rabid state ends and you take
3d12 psychic damage.

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Flail Snail’s Mail 6
MAILBOX
Berserker
Bloodletting Weapon Rampage, Mantle of Unbound Rage
Weapon (any). Uncommon (requires attunement). Wondrous item. Legendary (requires attunement).
The bloodlust brought on by this +1 weapon can be seen This fur mantle is said to have been from the pelt of
as a blessing and a curse. This weapon has 3 charges a savage demigod. This mantle has 2 charges. As an
and regains all expended charges at dawn. As a bonus action, you can spend a charge to slam your weapons
action, you expend a charge to move up to your speed into the ground. Each creature in a 30ft cone must
toward a creature and make a melee weapon attack make a Dexterity saving throw (DC equals 8 + your
against it. If the attack hits, you can enter a rage. If proficiency bonus + your Constitution modifier). A
you are raging and the attack hits, you can enter your target takes damage as if it is hit by each weapon you
Frenzy. If you are already in a frenzy, the attack scores a are wielding and is knocked prone on a failed save,
critical hit and you gain a level of exhaustion. or half as much damage and is not knocked prone on
a successful one. You regain all expended charges at
Obsidian Piercing dawn.
Wondrous item. Rare (requires attunement). In addition, all melee weapons you wield have the
This obsidian rod taps senses danger and sends anger light property and lose the heavy and two-handed
through your veins. Before you make a saving throw or property and your Frenzy rage ignores the effects of
before you take damage you can use your reaction to exhaustion. When you use your bonus action to make
enter a rage, expending a use of the feature. a single melee weapon attack while in a Frenzy, you can
In addition, while raging you can use an action make attack with both weapons you are wielding.
a melee attack and let loose s bloodcurdling roar.
Creatures of your choice within 60ft gain the effects of
Mindless Rage until the start of your next turn. Once
you use this feature you cannot do so again until the Bloodletting
next dawn. Weapon
Warpainted Boots
Wondrous item. Very rare.
These boots are painted with symbolic war imagery.
These boots have 4 charges and regains expended
charges at dawn. Before you use Intimidating Presence,
you can expend a charge to leap up to 30ft at the
target and make a melee weapon attack. On a hit the
creature has disadvantage on the saving throw against
Intimidating Presence. Once each turn when you
hit a frightened creature in this way with a weapon
attack it must attempt another saving throw against
Intimidating Presence or the fear effect continues until
the end of your next turn.

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Flail Snail’s Mail 7
MAILBOX
Storm Herald
Tempest Bracers Locus, the Storm’s Center
Wondrous item. Uncommon. Wondrous item. Legendary (requires attunement).
The soothing, cold metal of these bracers grant you You can see a storm brewing inside the jewels of this
control over the storm. When you activate your Storm gold necklace. When you activate the effect of your
Aura with a bonus action you can instead choose to Storm Aura, a creature of your choice within the
focus the aura. Choose up to 3 creatures within your aura must make a DC 18 Dexterity saving throw (DC
aura, each creature must make a DC 15 Dexterity equals 8 + your proficiency bonus + your Constitution
saving throw or take 2d6 damage. The damage type modifier) or be pushed 5ft in a direction of your choice.
is dependent on which aura is active, fire for desert, This necklace has 2 charges and regains expended
lightning for sea, and cold for tundra. Once you use this
charges at dawn. When you enter a rage, you can
ability you cannot do so again until you finish a short or
expend a charge to call down a raging storm. For the
long rest. duration of your rage, your Storm Aura increases to
60ft, when you push a creature with this item you can
Wanderer’s Garments push it 10ft, and at the start of each of your turns you
Wondrous item. Rare (requires attunement). can activate Storm Aura without using a bonus action.
These garments have siphoned the strength from many In addition, you gain a hover speed equal to your
storms. These garments have 3 charges and you regain movement speed and are unaffected by difficult terrain
all expended charges at dawn. When you activate Storm caused by magical or non-magical weather conditions
Aura, you can expend a charge to choose to activate (GM’s discretion).
any aura type, double the damage dealt and temporary
hit points gained. After you do you also gain the Storm
Soul effect of that type and add 1d6 of that damage
type to each melee weapon damage dealt until your rage
ends. If you choose your environment, you instead gain
the same amount of temporary hit point when you take
damage resisted from your Storm Soul.
Boots of Grounding
Wondrous item. Very rare (requires attunement).
These boots allow your allies to feel safe in the storm.
Once during your rage, as an action, you and each ally
in your Storm Aura gains 1d12 plus your barbarian
level temporary hit points. When you use this action,
your rage bonus deals additional damage equal to
the number of allied creatures in your Storm Aura
(maximum of 3) for the duration of your rage. Once you
use this feature you cannot do so again until you rage
again.
In addition, the radius of your Storm Aura increases
by 5ft, allies gain immunity to damaging effects from
Wanderer’s
your Storm Aura, and when an ally within your Storm
Aura resists damage due to Shielding Storm, you gain Garments
1d12 temporary hit points.

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Flail Snail’s Mail 8
MAILBOX
Totem Warrior
Spirit Armband Convergence, Belt of the Aspects
Wondrous item. Uncommon. Wondrous item. Legendary (requires attunement).
A mighty magical beast was felled to procure the teeth This belt has wooden buckles with the carvings of
and claws that ordain this band. This band has 6 charges various animal spirits. When you rage or as a bonus
and regains all expended charges at dawn. At the start action while raging, you can plant a spectral totem
of your turn while raging, you can expend a charge to spirit within 5ft of you. Choose a totem animal from
gain the effect of a Totem Spirit you did not select until Totem Spirit, while within 15ft of a spectral totem
the start of your next turn. you gain the effect of each Path of the Totem Warrior
feature that is associated with that animal spirit. The
Bestial Glaive spectral totems disappear after 1 minute and you can
Weapon (glaive). Rare (requires attunement). only benefit from one spectral totem at a time. Once
This +2 glaive harnesses your feral nature. When you you use a spectral totem spirit you cannot use the same
hit a creature with an attack while raging, you choose a animal until the next dawn.
totem animal. You gain the chosen animal’s Aspect of As a bonus action, you can emit a toxin from the
the Beast for 1 hour in addition to your current totem totems. Creatures of your choice within 15ft of a
animal and the target of the attack must make a DC 16 spectral totem must make a Consitution saving throw
Strength saving throw or suffer the effect of the chosen (DC 8 + your Strength bonus + your proficiency bonus)
totem animal’s feral effect listed below. Once you use or take poison damage equal to 1d12 + your Strength
an effect you cannot choose that totem animal again modifier + your rage modifier. A creature only takes this
until the next dawn. You can choose your Totem Spirit damage once. Once a totem emits toxins it cannot do so
animal and your Aspect of the Beast animal feral effect again until the next dawn. In addition, when you finish
twice before the next dawn. If the chosen animals are a long rest you can change the animal associated with
the same, you can use that totem animal’s feral effect any Path of the Totem Warrior feature.
thrice before the next dawn.
Bear. The target becomes grappled by you until it escapes.
Eagle. The target is blinded until the start of its next turn.
Elk. The target is pushed 10ft away from you and your movement
speed increases by 30ft until the end of your turn.
Tiger. The target is knocked prone.
Wolf. The target’s speed is reduced to 0ft until the end of your next
turn.

Call of the Wild


Wondrous item. Very rare.
When you attune to this idol, it shifts to take on the
aspect of your animal spirit. Using Spirit Walker to
cast Commune with Nature only takes 1 minute for
you to cast as a ritual and you gain knowledge of all
facts instead of just three. When you cast Commune
with Nature you can choose to gain the blessing of the
spirit that came to aid you. You and creatures of your
choice within 60ft regain hit points equal to twice your
barbarian level, gain your Aspect of the Beast and gain
resistance to the next damage it takes within 1 hour. Bestial Glaive
Once you gain this blessing you cannot do so again
until the next dawn.

Art by
Flail Snail’s Mail 9
MAILBOX
Wild Magic
Flumphs in a Bottle Fissure, Cloak of Untamed Power
Wondrous item. Uncommon (requires attunement possibly). Wondrous item. Legendary (requires attunement).
This glowing bottle is filled with fey energy. This bottle Your body feels tense and full of energy when you don
has 3 charges and regains expended charges at dawn. this cloak. When you rage, you can activate this cloak
While raging, you can expend a charge and use a bonus for 1 minute. When you roll on the Wild Surge table and
action to summon 2 flumphs as if you rolled a 3 on produce an effect that you have not used within the last
the Wild Surge table. These special flumphs deal 2d6 minute, you gain an additional action that can be used
damage and a creature that fails cannot take reactions only to take the Attack (one weapon attack only), Dash,
until the start of your next turn. In addition, after you Disengage, Hide, or Use an Object action until the
roll on the Wild Surge table you can instead choose to end of your next turn. Once you activate the cloak you
take the result of 3. cannot do so again until your finish a short or long rest.
In addition, at the start of each of your turns while
Mitts of the Conduit raging you can blink in and out of existence. You can
Wondrous item. Rare (requires attunement). teleport up to 15ft to an unoccupied space you can see.
These gloves bestow your touch with chaotic magic.
While raging. as an action you can choose a point
you can see within 60ft. Roll on the Wild Surge table,
creatures of your choice within 10ft gain that Wild
Magic effect until your rage ends. One creature in the
area gains an effect of your choice from Bolstering
Magic and another creature of your choice gains the
other effect. Once you use this feature you cannot do so
again until the next dawn.
In addition, when you use Bolstering Magic, the
creature also gains the effect you did not select, but the
result of the d3 is always a 1 for the additional effect.
Blade of Lashing Magic
Weapon (greatsword). Very rare (requires attunement).
This +2 greatsword crackles with pent up magic. This
greatsword has 4 charges and regains all expended
charges at dawn. As a bonus action or when you use
Unstable Backlash, you can expend a charge to mark a
creature within 30ft for 10 minutes. When the marked
creature casts a spell or uses a magical effect (GM’s
discretion), it takes 2d12 force damage and you can roll
on the Wild Magic table to replace your current effect
if you choose. A marked creature can make a DC 18
Wisdom saving throw at the end of each of its turns to
end the effect.
In addition, when you gain a new effect from the Wild Blade of Lashing
Magic table you can make a weapon attack with this Magic
greatsword.

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Flail Snail’s Mail 10
MAILBOX
Zealot
Death Ward Medallion Fervor, Armament of the Valkyrie
Wondrous item. Uncommon (requires attunement). Weapon (halberd). Legendary (requires attunement)
This medallion grants power to those on the precipice of This +2 weapon once belonged to a renowned leader of
life and death. As a bonus action, you mark your spirit the valkyrie. When you damage a creature with Divine
for endless battle and regain 2d12 hit points at the start Fury, you leave a mark on it for 1 minute. You can have
of your next turn. Once you use this feature you cannot up to 3 marks active at a time. If you would gain a 4th
do so again until you finish a short or long rest. mark, choose which active mark is lost. You gain a
In addition, when you would regain hit points from bonus to your Divine Fury damage equal to the number
one or more dice while at 0 hit points, you instead use of conscious marked creatures.
the highest number possible for each dice. When you This halberd has 3 charges. As a bonus action, you
would regain the maximum number of hit points from can expend a charge to cause a spectral valkyrie to
an effect, you gain Divine Fury until the end of your pin all marked creatures. Each marked creature must
turn. attempt a Dexterity saving throw (DC equals 8 + your
proficiency bonus + your Constitution modifier) or take
Mantle of the Divine 2d10 radiant damage and be shoved 30ft from you. If
Wondrous item. Rare (requires attunement). a creature is shoved into a solid surface, it is restrained
A powerful divine presence rebukes those who would and takes 2d10 radiant damage at the end of each of
blaspheme your cause. This cloak has 3 charges and its turns for 1 minute or until it escapes. You regain all
regains expended charges at dawn. As a bonus action expended charges at dawn.
you can expend a charge and target a creature within In addition, you can have all damage dealt with this
15ft of you. That creature must make a DC 17 Wisdom weapon to be the type of your Divine Fury instead of it
saving throw or be the subject of your fanaticism for is normal damage type and you gain a flying speed equal
1 minute, a creature directly opposed to your god or to your movement speed while raging.
cause has disadvantage on this saving throw (GM’s
discretion). You can use Fanatical Focus once each
turn against that creature instead of once each rage,
and your weapon attacks deal 1d6 radiant or necrotic
damage to the marked creature.
In addition, when you use fanatical focus you gain
advantage on your next weapon attack.
Horn of Valor
Wondrous item. Very rare (requires attunement).
This gleaming horn was inscribed and crafted from an
ivory tusk. As an action, you can blow the horn. You
and each willing creature of your choice within 60ft can
move up to its movement speed and make a weapon
attack or cast a cantrip. Each creature that deals
damage also gains the effect of Zealous Presence. Each
other creature must use its reaction to gain this benefit.
Once you use this feature you cannot do so again until
you finish a short or long rest.
In addition, when you use Zealous Presence, each
creature gains temporary hit points equal to your
Death Ward
barbarian level and your attacks deal an extra 1d8 Medallion
radiant damage until the start of your next turn.

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Flail Snail’s Mail 11

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