Haunted Collar

Wondrous item, rare (requires attunement)

This tattered metal dog collar radiates necrotic energy and is warm to the touch.

While touching the collar you may cast find familiar without material components. When the spell is cast in this way the familiar uses the mastiff's statistics, and the following changes are made to it:

  • The familiar may only take the form of a spectral dog
  • The familiar counts as undead, rather than celestial, fey, or fiend
  • You may use the command word to temporarily dismiss or resummon your familiar as a bonus action
  • The familiar gains 60 feet of darkvision and immunity to cold and necrotic damage

While this familiar is within 30 feet of you, you have advantage on saving throws against being frightened. Additionally, while the familiar is within 10 feet of you, you may cast locate object and locate creature without material components once per day.

Teddy Bear of Friendship

Wondrous item, very rare (requires attunement)

It is said that this bear was the only friend of a particularly lonely child; both in life and in death.
While this item is in your possession you gain the following benefits:

  • You may cast friends without material components. When the spell is cast in this way the target does not become hostile towards you, but is still aware you used magic on them and is immune to the spell for 24 hours

  • You gain proficiency in animal handling and persuasion if you don't already have proficiency in them

  • You have advantage on Charisma (persuasion) and Wisdom (animal handling) checks made to befriend a creature

  • You may cast the spells animal friendship, charm person (1st level) and sanctuary once per long rest without material components. The DC for these spells is 17.

Curse. This bear is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the bear, keeping it within reach at all times. In addition, you have disadvantage on all saving throws against being charmed and Wisdom (insight) checks made to determine whether or not a creature is being honest.
If you use the bear to cast a spell, you cannot attack or lie to any targets of the spell for 1 minute, or until they attack you first.
You can break the curse in the usual ways. Alternatively, casting banishment on the bear forces the lonely spirit to leave it. The bear then becomes a a regular teddy bear with no other properties.

Mentor's Hand

Weapon (any sword), rare

This weapon holds the spirit of a blademaster still eager to teach the finer points of swordplay.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. It has the following additional properties.
First Lesson. The wielder has proficiency with this weapon if they did not already have it
Watch My Hands. Once per day, when you roll a 1 on your attack roll with this magic weapon, spectral hands readjust your stance, granting you advantage on attack rolls made with this weapon until the end of your next turn.
Student and Master. Once per day, when you roll a 20 on your attack roll, an etheral sword strikes in tandem with your own, doing an extra 2d6 magical slashing damage.

Phantasmal Dagger

Weapon (dagger), very rare (requires attunement by a creature of evil alignment)

This dagger was once used to slay a noble warrior in their sleep. Now a spirit bound by its enchantments, the warrior's twisted shade strikes whenever and wherever the dagger is used. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Attacks with this weapon made against creatures that cannot see you deal an extra 2d4 psychic damage. This dagger has 10 charges and regains 1d4+1 expended charges at midnight.
Double Strike (2 Charges) When you make a successful melee attack roll with this weapon you can expend 2 charges to summon an undead warrior to attack a creature with 10 feet of you. The creature takes 2d6 magical slashing damage. Good aligned creatures take an additional 1d6 necrotic damage
Twisted Warrior's Weapon (3 Charges). As a bonus action you may cast the spell shadow blade as a 2nd level spell without verbal or somatic components. When cast in this way the spell doesn't require concentration. You may expend an additional 2 charges to increase the level of the spell to 3rd level, or 3 charges to increase it to 5th level.
Phantom Paranoia. While this dagger is in your possession you cannot be surprised or put to sleep by magical means

Curse. This dagger is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you become incredibly paranoid at night. Additionally, each time you take a long rest you must make a wisdom saving throw (DC 15). On a failure you take 2d4 psychic damage when you wake up. This damage cannot be reduced in anyway.

Librarian's Last Tome

Wondrous item, uncommon

This surprisingly well kept book is all that remains of an ancient library that burnt down many years ago. The soul of one particularly devout librarian now inhabits it.
Boundless Knowledge. This tome has a seemingly infinite number of pages when flicked through. If left in contact with another, non-magical, book for 1 hour, the contents of that book will be transcribed into this tome. You can read any book copied in this way by speaking its name allowed while within 10 feet of the tome. This ability has no effect on spellbooks.
Helpful Scholar. The tome will readily provide any information it may have absorbed throught the ages. Describe a topic, such as a certain race, major historical event such as a battle or specific book. Make a DC 24 Intelligence check. On a successful check, spectral hands flip through the book and give you 2 pieces of relevant information on the topic. How much you know about the topic will alter the ability check DC, as shown below.














Check DC
DC Modifier Level of Knowledge
-4 The name of the race, book or event
+2 Only heard of it within the last week
-6 Have read the book, been to a key location of the event or interacted with the race for more than 1 minute
+4 Don't know the name of the event, book or race
-4 Can provide a brief description of the topic

On a successful check, roll 2d6 to see which pieces of information are given using the table below

Knowledge Gained
d6 Knowledge
1 Racial weaknesses, a desctiption of a key figure from the event or the book's purpose/intent
2 The date of the event, special senses of the race or name the author
3 Racial resistances and immunitites, a key location from the event or the book's date of publication
4 A description of the race's civilisation and society, a description of the event or a bio of the book's author
5 The name or location of an individual or book that can provide more information on the topic
6 A piece of information from the table of your choice

If the same number is rolled on each d6, the tome only provides that one piece of information. Once used the tome will not answer any more questions until dawn, and will refuse to answer questions on the same topic for 1d4 months.

CREDITS

  • /u/QalarValar and u/flamableconcrete for their watercolour stains
  • Zenimax/Bethesda Game Studios - "Haunted Collar" model (Skyrim Death Hound Collar)
  • Sparkypants Studios - "Mentor's Hand" (Umbra card art)
  • Riot Games - "Librarian's Last Tome" image (Book of Thresholds)