Magic Items

Bow of Heartseeking

Attunement: Required || Rarity: Very Rare

Once used by a legendary hunter, this bow made sure she never came back empty handed.

This item holds 2 charges. Once it is upgraded it can hold up to 4 charges. All charges recharge after a long rest.

Tracer Shot - Your attack flares with light, guiding your second attack toward its mark. When making an attack roll, the user may activate the bow's magic and expend a charge to gain a second attack made with advantage.

Upgrade - This bow may be upgraded by collecting and infusing the bow with the eyes of 3 different types of creatures with truesight (or whatever the DM deems appropriate). Once upgraded, the Heartseeker property becomes unlocked.

Heartseeker - The wielder may expend 2 charges to gain the ability to sense any nearby creatures. You can see all creatures within 30 feet that are on the same plane regardless of cover, stealth, or invisibily. This effect ends after the next attack roll, or at the end of the user's turn, which ever comes first. In addition, the next attack roll has a range of 30 feet and is made at advantage, ignoring any cover or line of sight penalty. When the arrow is released, it gains an additional die of damage for every 10 feet it travels. The arrow smashes through any nonmagical objects in its path. In addtion, you have advantage on survival checks to track any creature sensed by you for the next hour.

Coins of Fate

Attunement: None || Rarity: Very Rare

These coins look worn and faded on one side, and gleaming and polished on the other. Many have changed hands without them ever being recognized for their true worth.

Each coin has 1 charge and a duration of 1 minute. It takes 10 days to recharge. The recharge rate is reduced by 1 day per coin collected. As an action, the user may flip a coin to expend a charge and decide which effect takes place. Any target selected must be within 30 feet of the user.

Set piece bonus - The set piece bonus is determined by how many coins of the set an individual possess. If you unlock a new bonus, you retain the old one in addition to the new one.

2 coins: target an additional creature.

3 coins: Both sides of each coin may be used before the charge is expended.

4 coins: +2 DC to each coin.

5 coins: Each coin now has a range of 60 feet.

6 coins: Each coin can now affect a 5 foot radius.


Coin of Alacrity

DC: 14 WIS on unwilling creature

Haste: +2 AC, advantage on Dex saves, and gain an additional action.

Slow: -2 AC and Dex saves, Speed is halved, no reactions can be taken. The target can only use actions or bonus actions, not both and can only take 1 attack. Casting a spell requires a roll of 11+ on a D20.

Coin of Arcane

DC: 14 CHA on unwilling creature

Anti-Magic Field: Any Spell that would target or include you have no effect. This fades after it has blocked spell levels equal to coins collected.

Wild Magic: The next time you would cast a spell, roll on the Wild Magic Table. This effect happens equal to coins collected.

Coin of Density

DC: 14 CON on unwilling creature

Enlarge: The target's size is doubled, they have advantage on all strength checks and saves. Add 1d4 to attacks with weapons.

Reduce: The target's size is halved, disadvantage on strength checks and saves. Reduced damage by 1d4 with weapons.

Coin of Gravity

DC: 14 STR/CON on unwilling creature

Earthbind: The target must succeed a strength save or its flying speed is reduced to 0. The creature descends at 60 feet per round.

Levitate: A target weighing 500 lbs. or less rises vertically 20 feet and is suspended for the duration. The target can only move by pushing or pulling against fixed objects within reach.

Coin of Optics

DC: 14 CON on unwilling creature

Blindness: The target is blinded. (Target can't see and fails checks related to sight). Attacks against the target have advantage and the target has disadvantage.

See Invisibility: You can see invisible creatures and objects as if they were visible and can see into the Ethereal plane.

Coin of Voice

DC: 14 WIS on unwilling creature

Silence: No sound can be created by the target. Casting a spell that includes a verbal component is impossible.

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Tongues: Ability to understand any spoken language heard. Any creature that can hear the target and knows a language understands it.

Dagger of the Elements

Attunement: Required || Rarity: Very Rare

A well crafted dagger with a small section of the blade carved out near the hilt to fit a small diamond of old European cut. The diamond's point perfectly aligns with the dagger's.

Elements - When activated the diamond spins changing color. Roll a 1d4 (1. fire, 2. cold, 3. lightning, 4. thunder). The dagger's damage becomes that of the chosen type until the start of your next turn.

Upgrade (4 charges) - This dagger may be upgraded by combining a ruby, sapphire, amethyst, and onyx worth 500 gold each into a single diamond and encasing the existing one on the dagger. The dagger deals 1d4 magical piercing and an additional 1d4 using the Elements property. The user may expend up to four charges and choose the damage type and deal an additional 1d4 damage for each charge used. All charges are regained after a long rest.

Flask of Life

Attunement: Required || Rarity: Legendary ||Casting time: 1 action

It is said that this was a gift from the Tree of Life itself. A small round wooden flask with a cork topper that has a leaf protruding from it. The nectar within taste sweet and refreshing.

Invigorating Life - When consumed, this flask will allow the user to use 1/3 of their hit dice rounded up and heal for the total. The flask refills on a long rest.

Upgrade - The Flask of Life is able to be upgraded by undergoing a pilgrimage. First you must expend half of your hit dice at the start of each day and store them into the flask for one month. Then you must travel to the Grove of Life and plant the wooden flask into the ground. A new tree will sprout from the flask and gift you a new Flask of Life. Once upgraded, the Invigorating Life property no longer requires you to expend the hit dice. In addition you may spend 1/2 your hit dice and add your level to the total amount to be healed. The Bonded Life property also becomes unlocked.

Bonded Life - So long as the new tree is alive, this property may be used. The flask no longer requires attunement for whomever underwent the pilgrimage. In addition, whenever that individual fails 3 death saves, the tree will sacrifice itself, withering away for a new tree to be planted in the Grove. The user may immediately spend any hit dice they have and regain consciousness. The Invigorating Life property still retains it's upgrade but a new pilgrimage must be made in order to use the Bonded Life property again.

Sword of Summer

Attunement: Required || Rarity: Rare/Very Rare

Elegantly crafted and perfectly balanced this sword feels warm and reassuring to the touch.

This item has 2 charges. Once upgraded it gains an additional charge. All charges are recharged after a long rest.

Summer's Light - While wielding this sword, you can will it to shed bright light up to 10 feet and dim light an additional 10 feet.

Summer's Might - When you make an attack roll you may expend 1 charge to deal 1d10 additional fire damage. The target then must make a DC 15 CON save or take an additional 1d10 extra fire damage at the start of their next turn.

Upgrade - This sword may be upgraded, either by being exposed to a dragon's fire breath or being submerged in lava (or whatever the DM deems appropriate). Once upgraded, The sword's DC increases by 2, In addition the Summer's Might property gains an additional charge. When expending a charge, the target now takes 1d10 damage at the start of each turn and must spend an action to douse the flame. They do not ignite on a successful save.

Summer's Grace - After being upgraded the wielder may spend a charge to gain cold resist for 1 minute.

Sword of Winter

Attunement: Required || Rarity: Rare/Very Rare

Sharp and cold to the touch, this sword has a slight blue tint to it.

This item has 2 charges. Once upgraded it gains an additional charge. All charges recharge after a long rest.

Winter's Night - While wielding this sword, you can will it to extinguish any nonmagical light within 30 feet.

Winter's Fright - When you make an attack roll you may expend 1 charge and the target can't take reactions until the end of your next turn. The target must then make a DC 15 CON save or its speed is halved until the end of your next turn.

Upgrade - This sword may be upgraded, either by being exposed to a dragon's frost breath or by slaying an Ice Devil (or whatever the DM deems appropriate). The sword's DC increases by 2. In addition, the Winter's Fright property gains an additional charge and when a creature fails it's CON save, they become stunned. If they succeed, they become frightened.

Winter's Embrace - After being upgraded the wielder may spend a charge to gain fire resist for 1 minute.

Sword of the Templar

Attunement: Required || Rarity: Rare/Very Rare

Swords of great renown and proof that it's wielder belongs to the templar order. Only the most dedicated can unlock the sword's true potential.

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Light - Emits 15 feet of bright light when you speak the command word. You can reduce the light to dim or extinguish it with a bonus action.

Justice - When you cast smite, you may add an additional 1d8 to the attack. Usable once per long rest.

Upgrade - This sword may be upgraded by performing an act of true heroism/evil or by slaying a powerful servant of light/dark (or whatever the DM deems appropriate). Doing so will unlock the Judgement property. In addition the Justice property may be used once per short rest.

Judgement - When you attack, you may now spend lay on hands equal to half your level and add that to the damage roll as radiant damage.

Staff of the Tempest

Attunement: Required || Rarity: Very Rare

This smooth polished black staff has two prongs protruding from the top. Floating between them is a well cut sapphire. Lightning can occasionally be seen arcing from the prongs, dancing along the sapphires surface.

This staff has the following properties. Once a property is used it can't be used again unless stated otherwise. All properties recharge after a long rest.

Thunder & Lightning - When using a thunder or lightning spell, add your spellcasting modifier to the damage. You may use this property an amount equal to your spellcasting modifier.

Lightning Strike - As an action, you may cast Lightning Bolt at the 5th level using your spell save DC.

Thunderclap - As an action, you may cast Thunder Wave at the 3rd level using your spell save DC.

The Tempest - As an action, you can use all 3 properties at the same time. Doing so alters both Lightning Bolt and Thunder Wave to a 10 foot radius centered on the caster.

Upgrade - This staff may be upgraded by being exposed to a dragon's lightning breath or by infusing the lightning sac of a Behir into the staff. Once upgraded, the Thunderclap action may be used as a reaction whenever you are hit by a melee attack. In addition, The Tempest property no longer expends the use of all other properties. The Controlled Arc property also becomes unlocked.

Controlled Arc - Whenever you cast a lighting or thunder spell, you may choose to exclude a number of creatures equal to your spell casting modifier.

Staff of Cinder

Attunement: Required || Rarity: Legendary

This staff looks like a constant smoldering cinder. When in battle, deep veins of fire and lava can be seen emanating throughout it's length, thirsting to consume everything in flame.

This staff gives a +2 bonus to attack and damage rolls.

Cinder's Armor - While wielding this staff, you have resistance to fire damage.

Cinder's Rage - This staff has 15 charges. You may cast burning hands (1 charge), scorching ray (2 charges), fireball (3 charges), wall of fire (4 charges), firestorm (7 charges) from this staff using your spell attack bonus and spell save DC. This staff regains 1d6 charges after a long rest.

Spell Absorbing - When you take damage from a fire spell you may choose to have the staff regain charges equal to the spell level that was absorbed. If the staff would absorb over its charge limit, you take an additional die of damage equal to the excess charges.

Cinder’s Fury - You may cast meteor swarm (9 charges). Each time this property is used, the staff permanently loses one charge. You must wait 1 week before using this property again.

Staff of Life

Attunement: Required | | Rarity: Legendary

This staff is said to be a gift from the Tree of Life itself. Disguised as a simple walking stick with but a small leaf budding from the top, it waits for someone of true worth to find it.

At the start of each long rest roll a d4. The roll reflects how many properties are active for that day. You may choose which property is active and only use each property once per long rest unless stated otherwise. If you roll a 4, each property remains active until the next long rest.

Life’s blessing - This staff gives +2 to attack and damage rolls until the next long rest.

Life’s Mending (concentration) - This property only requires 1 spell slot for the duration. Choose a spell slot to determine the level in which healing word is cast, that spell slot is used for the duration of this effect.

Each time you or an ally takes damage you may use your reaction to cast healing word (without expending additional spell slots). This effect is active until concentration is dropped or you have healed a number of allies equal to your wisdom modifier.

Holy Nova - A radiant shock wave emanates from you and heals allies. A 20 radius circle centered on you deals 6d6 damage to any enemy within the area or half as much on a successful save and heals allies in the area for half the amount. The number of allies able to be healed is equal to your wisdom modifier. Undead have disadvantage on the save and this spell dispels any magical darkness in the area.

Penance (3 charges) - range 60 ft. Make a ranged spell attack on a creature you can see. That creature takes 4d8 radiant damage. When you use this property you may use an additional charge. For each charge added the damage is increased by 3d8. This ability can be used so long as there are charges. All charges recharge after a long rest.

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ITEMS | MAGIC