A Plethora of Plausibly Profitable Provisions from Phaelsivem

Phaelsivem is a unique world on the Prime Material Plane that is rebuilding itself after a time of horrible destruction. During the Epoch of Bloodshed the sky became a swirl of red and black, as rifts tore asunder allowing agents of chaos and evil to spill forth and subjugate the masses. The deities were absent and silent during this time (and have never commented on the horror since), but folk heroes rose up to defend their homes, their peoples, and their lands. These Righteous Many have since ascended to a semblance of godhood. The Epoch of Bloodshed ended as instantaneously as it began, with a blinding light enveloping Phaelsivem's surface for a week, after which the invading forces were seemingly banished, leaving behind fetid pools of black ichor that seem to attract (or even spawn) evil creatures seeking to destroy life. It is now the year 437 PEB (post Epoch of Bloodshed), and the implements of the Righteous Many are sought after by warriors and mages seeking to arm themselves. The people of Phaelsivem have returned to a sense of normalcy, with militaristic tensions being assuaged in the last 200 years. However, the world's elite are aware of whispers that another time of terror may be on the cusp of emerging, as the barriers between the Material Realm and the planes of elemental power seem to be weakening.

Armaments of the Righteous Many

The Righteous Many are celebrated in modern Phaelsivem as demigods and folk heroes. The Armaments of the Righteous Many are truly unique items - only one of each exists.

Arachnid Bow of Ardul the Righteous

Weapon (longbow), requires attunement

A darkwood bow with tiny bristles that grab into its wielders hands, this longbow belonged to Ardul the Righteous, a drow assassin who worked with a band of dwarves to protect their peoples during the Epoch of Bloodshed. The bowstring is comprised of spider silk and comes out of spinnerets at the ends of the bow's limbs.

Spiderlike Mobility (Recharge 6). As a bonus action, you can speak the bow's command word and fire a bow at a point on a vertical surface within 100'. When you do so, spider silk extends from the bowstring attached to the arrow. Once the arrow strikes, you can then attach the silk to a surface near within 5' of you. You can move along this silk at your full movement speed. The silk line remains for 1 minute or until it is attacked with a weapon or dealt fire damage (AC 15, 5 hit points, automatically fails a Dexterity saving throw), whichever happens first.

Wrath of the Spider. The Arachnid Bow has 3 charges, which renew each night at midnight. You can spend 1 charge to cast the following spells: Ensnaring Strike (DC 13) or Ray of Sickness (roll an ranged weapon attack with the bow rather than a ranged spell attack) at 1st-level.

While attuned to and wielding this bow, you can speak to and understand spiders. Additionally, ou cannot be forced to drop this magical weapon.

Arcane Rod of Emekurius's Fury

Wondrous item, requires attunement by a spellcaster

Dragonborn descended from red dragons are known for their fiery tempers; Emekurius was no different, and his draconic bloodline fueled his sorcerous powers. He crafted this arcane rod to help him overcome any foes that would dare to stand before him. It is roughly 3" in diameter and is made of obsidian with a red dragon etched in relief spiraling the length of the rod. The dragon appears to glow as if a fire burns within the rod, which is warm to the touch.

Arcane focus

A Dragon is Never Defied. The Arcane Rod of Emekurius's Fury has 4 charges (recharges 1d4-1 charges each dawn). You may spend these charges in the following ways:

  • You may spend one charge as a reaction when you fail a concentration check due to taking damage from an opponent to reroll the concentration check. You must accept the second roll.
  • You may spend one charge as a bonus action to cast the Burning Hands spell (at first level), except the fire shoots forth from the rod with the appearance of a dragon's breath weapon. This effect ignores any resistance or immunity to fire damage.

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ARMAMENTS OF THE RIGHTEOUS MANY

Authkine's Mantle of Goring

Wondrous item, requires attunement

A studded leather shoulder guard with an impressive minotaur horn fastened to it. The horn is perpetually bloodstained and dripping with blood. Authkine was the leader of a roving band of goliath barbarians that reveled in the carnage during the Epoch of Bloodshed.

Charge of the Minotaur. You gain the Charger feat with the following modifications:

  • If you choose to make a melee attack, the bonus damage becomes 1d8+5 piercing damage.
  • Instead of pushing the target, you can attempt to grapple that creature if it is size large or smaller (maximum one size larger than you are) by impaling it on the horn. You deal 5 piercing damage as part of this grapple if you succeed.

Beware the Horn. If an enemy's attack fails, they may open themselves up to the dangers of the minotaur's horn. If another creature misses you with a melee attack within 5' of you, you can immediately use your reaction to deal 5 piercing damage to that creature.

Damage done with this wondrous item is considered magical for the purposes of overcoming immunities.

Blade of the Arcanist, Ilhashan

Weapon (scimitar), requires attunement by a spellcaster

A fine silver blade with intricate runes and glyphs carved into it, the Blade of the Arcansit Ilhashan was designed specifically for the art of bladesinging. Ilhashan was a half-elf bladesinger that resided in kingdom in Frixehs during the Epoch of Bloodshed; though the kingdom no longer exists, stories of Ilhashan's exploits are well-known throughout that region.

Arcane focus

Arcane Empowerment. As a bonus action, you can expend a spell slot to imbue your sword with arcane power. The Blad eof the Arcanist deals an addition nd4 elemental damage (fire, cold or lightning, chosen when the spell slot is expended) where n is the level of the spell slot expended. You can only have one such empowerment active at a time. The effect lasts for 1 hour. If you expend a spell slot of 4th level or higher for this feature, the Blade of the Arcanist also gains a +1 bonus to attack and damage rolls.

Armor (shield)

Designed by an archmage tired of being vulnerable to melee combat, this fine metal buckler glows faintly blue when touched - striking it produces a brief flash of light.

Blink and You'll Miss Me. When you are hit with a weapon or spell attack while wielding this shield, you can immediately use your reaction to activate this magic item. When you do so, you take no damage from the attack, and you disappear in a flash of light, only to reappear in an unoccupied within 5 feet of the spot from which you disappeared at the start of your next turn. While you have disappeared you are incapacitated but cannot be targeted or take damage from any source. The shield can be used this way once per short or long rest.

Spellcaster's Friend. A spellcaster can attune to this item to overcome a lack of proficiency with shields, receiving a +1 bonus to AC rather than the normal +2 bonus to AC from a shield. Additionally, if you cast the Blink spell on yourself while attuned to and wielding this shield, you may roll to vanish with advantage if you choose.

Bow of the Prized Quarry

Weapon (longbow), requires attunement by a ranger

This expertly crafted longbow appears to be comprised of a fusion of multiple types of wood, including mahogany and ironwood. There are several carvings that represent archetypal creatures of various types (i.e. beasts, aberrations, etc.).

Arcane focus for ranger spells

Bane of My Enemies. At the end of a long rest, you may choose one of your Favored Enemies. Until you choose a different favored enemy using this feature, you gain the following benefits:

  • You gain advantage on any Wisdom (Survival) checks to track creatures of that type.
  • You double the damage of any Ranger spells (including Hunter's Mark) that you cast against creatures of that type.

Hunter's Focus. Once per day, you hone in your attacking focus. You may double your Proficiency bonus to weapon attacks with the Bow of Prized Quarry for one minute.

Damage done with ammunition fired with this weapon is considered magical for the purposes of overcoming immunities.

Bubbles

Weapon (battleaxe), requires attunement

You had to be a fool to underestimate Elisabeth Kuroyuri, and few did once they saw what she could do with her battleaxe, Bubbles. Elisabeth's father and brothers were all in the military, and she watched them train and taught herself to fight in secret. When her family fell defending their kingdom, Elisabeth chose to stand up and defend her home with Bubbles in her hand.

Shining Light. When facing insurmountable odds, Bubbles glows brightly to inspire its wielder and her allies. When you activate this magical weapon, the blade of Bubbles shines brightly, emitting bright light in a 10-foot radius and dim light in a 20--foot radius beyond that. Any creature within the bright light radius is treated as if exposed to sun light. You can activate or dismiss this feature as a bonus action.

Stand Your Ground and Fight! On your turn, you may use your bonus action to make one additional melee weapon attack with Bubbles. You may only use this feature on a turn when you move 0 feet.

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ARMAMENTS OF THE RIGHTEOUS MANY

Darcassan's Blade Bow

Weapon (longbow), requires attunement

Darcassan was an elite elven archer, a former captain in the army of Hyhe Esari. This bow was especially made for the elite ranger guard, allowing them to handle combat in melee should their foes ever close in on them. It features Sylvan script on the inside of the bow, and the bowstring is cold to the touch.

Icy Infusion. Darcassan's Blade Bow imbues arrows fired using it with cold energy, making these attacks magical and dealing an additional 1d4 cold damage.

Always Ready. As a bonus action, you can speak the bow's command word and it will transform into a rapier with which you are proficient. You can repeat the command word as a bonus action on your turn to transform the rapier back into a longbow.

Elegant Design. While in rapier form, Darcassan's Blade Bow functions as +1 weapon, conferring a +1 bonus to attack rolls and to damage.

Defiance, Bane of Darkness

Armor (shield), requires attunement

Defiance, Bane of Darkness is a gleaming silver kite shield with the image of a crown emblazoned across its front. This shield belonged to a great knight centuries ago - possibly one of The Righteous Many - yet strikes against it leave no marks, and the shield shows no signs of tarnish, belying its age.

Gleaming Defense. Defiance, Bane of Darkness gains benefits if light-shedding spells are cast on it as follows (these bonuses cannot stack with one another):

  • While the Light spell is cast on Defiance, it gains an additional +1 bonus to AC (for a total of +3 to AC).
  • While the Daylight spell is cast on Defiance, it gains an additional +2 bonus to AC (for a total of +4 to AC).

Defiant Retaliation. If you block a melee attack that would have hit against your AC without Defiance's bonus to your AC (+2, +3, or +4), you may immediately use your reaction to make a single melee weapon attack with advantage against the creature that attacked you.

Dr. Zharvakko's Staff of Voodoo

Wondrous item, requires attunement by a spellcaster

Zharvakko began his career as a diviner and "mystical healer" in a land far away from civilization. Eventually, the tendrils of a nearby kingdom found Zharvakko's people, and he learned of the vast magical powers that he had yet to discover. Zharvakko was a voracious student, but his unethical uses of magic made him an outcast in the wizarding community - at least until the Epoch of Bloodshed eliminated the importance of concepts like outcasts and, honestly, society.

Arcane focus

Malediction. You place a harmful curse on a foe; you can use this curse once per long rest. Choose a target within 60 feet of you. For the next minute, each time that creature takes damage, roll a d20.


  • On a 1-10, the curse ends.
  • On an 11-15, the target takes additional damage equal to half of the damage it just suffered.
  • On a 16-20, the target takes additional damage equal to the full amount of the damage it just suffered.

Read the Omens. Once per week, you can cast the Augury spell without consuming any material components or expending a spell slot. In doing so you consult the spirits of the land local to where you are.

Dragonbreath, Quickblade of Subtlety

Weapon (shortsword), requires attunement by a rogue

This hooked shortsword reflects light almost like a prism - the blade glints in numerous colors - thought is said that this was not the original form of the sword. The combat it was used in during the Epoch of Bloodshed warped the blade in both shape and color until it became what is today.

Subtlety. When you satisfy the conditions required to sneak attack a creature, you gain a +1 bonus to hit with this magical shortsword.

Elemental Death. Whenever you deal Sneak Attack damage, you may choose to deal that damage as an elemental type (acid, cold, fire, lightning).

Glimmer, Breaker of Suffering

Weapon (warhammer), requires attunement

Very few of The Righteous Many remained at the end of the Epoch of Bloodshed; Demberir Rubysunder was one of those lucky few. While his people were relatively secure within the Vohos Highlands, Demberir felt compelled to assist those living outside his kingdom's safety. He commissioned a mastercraft weapon from the Rubysunders' finest weaponsmiths to wield in battle - Glimmer, Breaker of Suffering. There is a large ruby set into the face of the warhammer with a glyph surrounding it.

Boomstick. You can use Glimmer to unleash an explosive charge from the glyph on the hammer to try to level your foes. On a successful hit, you can force the target must make a DC 15 Constitution saving throw. On a failed save, she takes an additional 2d8 thunder damage and is either knocked back 10 feet or knocked prone (your choice). On a successful save, she takes half as much thunder damage. You must wield Glimmer with two hands to use this feature; you can use this feature a number of times equal to your Wisdom modifier per long rest.

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ARMAMENTS OF THE RIGHTEOUS MANY

Helm of the Undaunted Warrior

Wondrous item, requires attunement

An artifact that perhaps predates the Epoch of Bloodshed, the Helm of the Undaunted Warrior was certainly borne by at least one of The Righteous Many in the fights against chaos and evil. It is made of adamantine and encases the wearer's entire face and head - without even so much as slits for the eyes.

Unflinching in Battle. While attuned to and donning this helm, you gain the following boons:

  • You have truesight to a range of 60 feet that works through the Helm.
  • You are immune to fear and charm effects.
  • You gain the benefits of the Sentinel feat.
  • Once per long rest, you may cast Crusader's Mantle on yourself; you do not need to maintain concentration. While this spell is active, the Helm of the Undaunted Warrior emits an aura of radiant light appropriate to the spell (30-foot radius).

Jah'rakai, Handaxes of Fervor

Weapons (handaxes), require attunement (can only attune to the pair if you are in possession of both handaxes, takes only one attunement slot)

Once the personal armaments of an orc warlord that aided a village of gnomes escape destruction during the Epoch of Bloodshed, Jah'rakai is the name of a pair of handaxes that feed off of battle. Each axe blade has a series of small glyphs near the hilt.

Berserker's Rage. When used in melee combat, these magical weapons deal 1d8+ your Strength or Dexterity modifier slashing damage.

Fervor. If you focus your attacks on a single creature and successfully hit that target three consecutive times with Jah'rakai, the glyphs on the blades of the handaxes begin to glow and each becomes +3 to hit against that creature and deals an additional 1d4 slashing damage. These properties remain for 1 minute or until you change targets (whichever happens first), at which point the handaxes reset.

Returning. Immediately after you make a thrown attack with either of these handaxes, the weapon flies back to your hand.

Mask of Angelic Impressions

Wondrous item, requires attunement by a creature of lawful good alignment

An elegant silver mask that evokes the feeling of an angelic presence within those that gaze upon its wearer. This mask does not have a strap and seems to adhere to the face of whoever wears it, though it can be removed without issue. It was used during the Epoch of Bloodshed to represent the gods that were absent.

Angelic Presence. While attuned to the mask of Avacyn, you gain the following boons:

  • You can speak, read, and understand Celestial.
  • Once per dawn when you are forced to make a saving throw against a spell or spell-like effect, you may gain advantage on that saving throw before making your roll.
  • Once per dawn, you may cast the spell Shield of Faith (but only on yourself) without expending a spell slot. You must maintain concentration on this effect as per normally casting the spell.

Outcast Blade, Relic of the Vigil Knights

Weapon (greatsword), requires attunement

The Outcast Blade was the prized artifact of the Vigial Knights, a group of warriors sworn to protect order across Phaelsivem. During the Epoch of Bloodshed, the Vigil Knights were scattered in the chaos and the Outcast Blade was thought to have been lost forever. In truth, it was seized by a rogue knight who was foretold of the groups imminent demise by a diviner, and he did his best to fight back against the denizens of evil that destroyed his people.

Cleave Them Entwain. Whenever you deal damage to a creature with the Outcast Blade, any other creatures within 5 feet of the original target must succeed on a DC 13 Constitution saving throw or take half of the damage dealt with your melee weapon attacks. On a success, the secondary creatures take no damage.

Channel the Vigil Knights. As an action, you let loose a battlecry to empower yourself. For the next 1 minute, the Outcast Blade deals 3d8 + your Strength modifier slashing damage. You can use this feature once per dawn.

Plate Armor of the Phantom Knight

Armor (full plate)

This polished obsidian plate armor is inscribed with the heraldry of a kingdom erased by the Epoch of Bloodshed. An orange light seeps forth from the spaces between the armored plates.

Knight of Chaos. While wearing the Plate Armor of the Phantom Knight, you can use an action to speak its command phrase ("Armageddon rides!"). A large warhorse made of shadows and flames appears nearby, as if you had cast the Phantom Steed spell. The creature uses the statistics for a warhorse. The armor cannot be used this way again until the next dawn. While riding this horse, you have a creeping sense of dread and the smell of brimstone fills your nostrils.

Silver Moon Spear

Weapon (spear), requires attunement

The Silver Moon Spear has a long darkwood staff and a gleaming white metal blade that faintly glows in the dark. It is thought to have belonged to the personal protector of a magnanimous king.

Extended Pole. This spear has 10-foot reach when wielded with one hand.

Polearm. This spear qualifies for the Polearm Mastery feat when wielded with two hands.

When Foes Close In. Once per short or long rest, you may make a Whirlwind Attack while wielding the Silver Moon Spear with one or two hands. As an action, you make one attack against each foe within reach.

Damage done with this weapon is considered magical for the purposes of overcoming immunities.

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ARMAMENTS OF THE RIGHTEOUS MANY

Stormfury, Pledge of the Forgotten

Weapon (morningstar), requires attunement by a paladin

The absence of the gods during the Epoch of Bloodshed perhaps hurt the paladins and clerics that had sworn their allegiance to these highest powers the most. Still, these holy warriors continued to fight, taking up a pledge to protect the forgotten peoples of Phaelsivem.

This magical weapon deals an additional 1d4 lightning damage.

Storm's Fury. If you are fighting outside in stormy conditions and strike a critical hit, a lightning bolt strikes your opponent, dealing 3d10 lightning damage (this damage is not doubled).

Paralytic Smite. Once per long rest when you use your Divine Smite feature, the target must make a Constitution saving throw against your spellcasting save DC. On a failure, the victim becomes paralyzed for a number of rounds equal to the spell slot expended for the smite. The paralyzed creature can make a Constitution saving throw at the end of each of its turn to attempt to overcome the paralysis.

Sunder, Bauble of Storms

Weapon (flail), requires attunement

This flail has a handle made of driftwood with a small anchor attached to it by a chain. The anchor and chain are perpetually coated in damp moss and pieces of seaweed. Sages are unsure to whom Sunder belonged, but he or she is believed to have been a protector of islands in the Worlis Archipelago at the center of the Seilidun Ocean.

Native to the Sea. Sunder is a magical weapon that grants a +1 bonus to hit and damage against creatures native to a marine environment. Additionally, attacks made in or underwater are not made at disadvantage.

Sunder, Bauble of Storms has five charges which renew each day at dawn. You can use the charges in the following ways:

  • You can spend one charge as a bonus action on your turn to gain 15' reach on melee attacks with Sunder as the chain extends to increase the weapon's threat range.
  • You can spend one charge immediately after a successful hit with Sunder, Bauble of Storms to rebound the anchor off of the target in an attempt to hit another target within reach (roll a new attack roll at a -1 penalty versus the new target's AC). This can be done only once per turn.

Swiftblade, Feller of Tyrants

Weapon (longsword), requires attunement

Swiftblade may be a longsword, but it handles as if it were weighted like a rapier. The end of the hilt features an impressive diamond, and this longsword has a mithril scabbard that is beautifully crafted - almost appearing like an ornamental weapon.

Lighter Than a Feather. Whenever you make an attack with Swiftblade, the sword blade whistles as it cuts through the air. This longsword has the Finesse property when wielded with one hand.

Faster Than the Eye Can See. Once per long rest, you can have activate Swiftblade to gain the benefits of the Haste spell for yourself. This effect lasts for up to 10 rounds (you can dismiss it early as a free action if you choose). Whenever this effect ends, you cannot take an action, bonus action, or move on your next turn. This effect cannot stack with any other Haste spell effects.

Swift Reactions. Once per day when you are subjected to an effect that causes you to make a Dexterity saving throw, you may choose to make that roll with advantage. This feature recharges at dawn.

Damage done with this weapon is considered magical for the purposes of overcoming immunities.

The Abjurer's Staff of Warding

Wondrous item, requires attunement by a spellcaster that knows at least one spell from the School of Abjuration

This staff has a simple wooden pole with an intricate golden topper that extends into four peaks; a shining blue crystal persistently hovers and rotates between these peaks. It originally belonged to an abjuration wizard in charge of protecting a royal court leading up to and during the Epoch of Bloodshed.

Arcane focus

Essence Aura. Whenever you cast a spell of the School of Abjuration to protect yourself or an ally, roll a d20. On a 15-20, you regain the spell slot that you expended to cast that spell.

Abjurer's Shield. Once per long rest, you may activate the staff's power of warding as an action by speaking the command word. The staff's crystal emits a blue light that envelops you to form an aura of protection. For the next 1 minute, you add your spellcasting modifier to your AC.

The Alabaster Lizard's Wrappings

Wondrous item, requires attunement by a monk (hands slot)

These pristine white fabric wrapping bind themselves around their wearer's hands; they cannot be removed (except by unattuning from them), and they never seem to soil. Their rightful owner takes the title of the Alabaster Lizard, which is recognized by many monasteries across Phaelsivem.

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

Regenerative Charges. These wrapping can hold a maximum number of charges equal to your monk level +1 (up to 10 charges). You gain one charge each time you successfully damage a hostile creature with an unarmed strike (charges reset to zero after a short or long rest). You can expend charges as a bonus action on your turn in the following way: for every 2 charges you expend, you regain 1 ki point and hit points equal to your Wisdom modifier (neither to exceed your respective maximums) as you experience a rush of warmth that surges through your body.

Title of the Alabaster Lizard. If you interact with other monks and announce yourself as the Alabaster Lizard, you gain a +2 bonus to any Charisma skill checks you make with those monks. However, they may also challenge you to one-on-one combat for said title and these hand wrappings.

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ARMAMENTS OF THE RIGHTEOUS MANY

The Cleaver of Thraben, the Butcher

Weapon (handaxe), requires attunement

During the Epoch of Bloodshed, anything with a blade became a weapon - even a simple kitchen implement. Thraben, the Butcher is a storied member of The Righteous Many that went from personal chef to the royal court of the Citadel of Oakbury to the personal guard of Queen Epser when she was forced to retreat into the city's underground tunnels during the Epoch of Bloodshed. Thraben is said to have gone a bit insane with bloodthirst.

This magical weapon has +1 bonus to attack rolls and damage.

Bloodthirst. As a bonus action immediately following a successful attack with The Cleaver of Thraben, the Butcher, you can choose to lick the blade to drink your foe's blood. Roll a d6.


  • 1: You are cannot handle the toxic quality of your foe's blood. Roll a Constitution saving throw (DC 15). On a failure, you suffer an effect appropriate to the foe as determined by your DM.
  • 2: Nothing happens.
  • 3: Your eyes brighten with bloodthirst. On your next turn, you must take the Attack action against whoever's blood you drank, and you gain one additional attack.
  • 4: You cut your tongue, and the taste of your own blood immediately drives you into a Rage as a level 1 barbarian that you cannot willingly dismiss.
  • 5: Thraben's insanity overtakes you. Roll a Wisdom saving throw (DC 15). On a failure, you suffer the effects of the spell Tasha's Hideous Laughter.
  • 6: You regain hit points equal to half of the damage (rounded down) that you just dealt with The Cleaver of Thraben, the Butcher.

Tresdin, Glaive of the Bronze Legion

Weapon (glaive), requires attunement

The city of Stonewall was the site of one of the first abyssal rifts that opened during the Epoch of Bloodshed. Tresdin was actually the name of the last legionnaire standing at the end of the battle, and she fought valiantly with this glaive at hand. Her name and spirit carry on, embodied in the might of this special weapon.

Commander's Challenge. You challenge an opponent to a fight to the death. Twice per short or long rest, you can cast the Compelled Duel spell at 1st-level (DC 15, concentration required) without expending a spell slot. If the target fails its saving throw and you kill your foe before the duel ends, the glaive gains one charge. There are no limits to the number of charges Tresdin can gain.

Overcome the Odds. You can spend charges gained from the Commander's Challenge feature in the following ways:


  • 1 charge - As a bonus action, you can spend one charge to gain combat power. Tresdin deals an additional 1d4 radiant damage for 1 minute.
  • 2 charges - As a bonus action, you can cast the Conjure Barrage spell without expending a spell slot or consuming a material component (treat the material as an arrow).

Twilight Acrimony, Champion of the Everlasting Night

Weapon (kama), requires attunement

Forged during the height of the Epoch of Bloodshed for a powerful rogue, this kama has a vicious obsidian blade that does not glint in the presence of light; darkness and shadows seem to almost bleed towards and seep into its keen edge.

Pierce the Mind. This magical weapon has the finesse property and deals an additional 1d4 psychic damage.

Champion of the Everlasting Night Twilight Acrimony gains a +1 bonus to hit and damage if you start your turn in shadows, dim light, or darkness (as determined by your DM).

Make No Sound. You try to silence your foe. On a successful hit, you can force the target to make a Charisma saving throw (DC 13). On a failure, she cannot make any sound until the start of your next turn. On a success, she is immune to this effect for 24 hours. You can use this feature once per day (recharges at midnight).

Veiled Dagger of Mortred

Weapon (dagger), requires attunement by an assassin rogue

Mortred was an assassin of a secret order that is believed to have operated across Phaelsivem. The dagger is representative of their uniform equipment - forged from adamantine and featuring a sophisticatedly designed handle; this particular iteration is enchanted to ensure that her quarry could never escape with ease.

This magical weapon deals piercing damage when thrown but can be used to deal either piercing or slashing damage in melee due to its slightly oversized design.

Stifling Dagger. When making a thrown attack with this dagger, you can choose to make the attack a Stifling Attack before making your attack roll. The attack deals half damage, and the target must make a Constitution saving throw (DC 14). On a failure, the target's movement speed is reduced by half until the start of your next turn. On a success, the target still takes the half damage but suffers no other effects. If you strike a critical hit on a Stifling Dagger, there is no damage reduction.

Returning. Immediately after you make a thrown attack with this dagger, the weapon flies back to your hand.

Coup de Grace. Mortred's training made her strongest hits particularly deadly. Whenever you strike a critical hit with this weapon, roll an additional damage die for the weapon (d4). Additionally, you may choose to reroll all of the critical hit weapon damage dice (3d4); you must accept the second result.

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ARMAMENTS OF THE RIGHTEOUS MANY

Volarath's Bullwhip of Manipulation

Weapon (whip), requires attunement

A long leather whip with a bronze cap and guard to its handle; the end of Volarath's Bullwhip of Control has golden prongs.

This magical weapon deals 1d6+ your Strength or Dexterity slashing damage.

To Strike a Creature is to Know a Creature. Volarath's Bullwhip of Control has three charges which renew at the end of a short or long rest. You can spend one charge after a successful attack with it in one of the following ways:

  • You can learn either the target's AC or one of its damage type resistances (if it has any).
  • You force the target to make a Wisdom saving throw (DC 14). On a failure, the target must its Action on its next turn to make a melee weapon attack against you.

Zenith, Halberd of Rhaulbaenn

Weapon (halberd), requires attunement

This battle-hardened polearm has an exaggerated spike at its bottom end to pierce enemies in combination attacks. The pole has chinks and minor flaws indicative of the many fights in which it was featured, but the blade and spike are made of masterwork iron with intricate decorative lacing.

The spike end of this magical weapon deals 1d6+ your Strength modifier piercing damage (including when used as part of the Polemaster feat).

Moment of Success. Rhaulbaenn was a master tactician, knowing the best moment to take advantage of an opponent's weakness. Whenever you make a successful attack of opportunity while attuned to and wielding this weapon, roll a d6. On a 4-6, you may take one additional reaction before your next turn (only to make another attack of opportunity). On a 1-3, nothing happens.

Sweeping Strike. When you hit a creature with a melee weapon attack, you can damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, you deal your normal weapon damage but do not add your Strength modifier. The damage is of the same type dealt by the original attack. You can only do this with the primary end of Zenith.

Identifying Armaments

I should note that it is my intent that the Identify spell would not grant players direct insight into what any of these Armaments do. It would simply inform them that they are not cursed and seem to have a unique magical enchantment that could be a boon to them in some way - understanding an Armament's power would require attunement.

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ARMAMENTS OF THE RIGHTEOUS MANY

Other Goodies

The following are other magical items and implements that can be found around Phaelsivem and may be of some use to an adventurer, a band of adventurers, or perhaps to someone of nobility.

Amulet of Bravery

Wondrous item (necklace), very rare (requires attunement)

The Amulet of Bravery is a golden chain with a pendant that portrays a lion's face with gemstones for eyes. These eyes flare with light when the amulet is activated.

While attuned to and wearing the Amulet of Bravery you gain a +2 bonus to AC.

Lion's Courage. You can activate the Amulet of Bravery as a bonus action. When you do so, choose a target creature within 30 feet. That creature either suffers a -2 penalty to its AC or gains a +2 bonus to its AC for 1 minute, your choice. You lose the +2 bonus to your AC that you gain from this necklace for the duration. The Amulet of Bravery can be activated once per short or long rest.

Archmage Maelsturth's Ink & Quill Set

Wondrous item, very rare

Archmage Maelsturth was a hermit of extraordinary magical study that would send out apprentices to acquire any and all arcane knowledge they could find to expand his library. The inkwell refills itself one week after each use, and the quill appears to have been fashioned from the feather of a sphinx and is fairly oversized for writing purposes.

Using this ink and quill set, a wizard can copy a spell (provided it is on the wizard spell list) from a spell scroll or another wizard's spell book into her spell book in 10 minutes and at no cost, regardless of the spell's level. This can be done once per week.

Bands of Elemental Might

Wondrous item, variety of rarities

A set of rings that allow the wearer to imbue her weapon with elemental power; the powers of these rings cannot be combined on a single weapon.

Channel the Elements. Each ring has 3 charges that renew at dawn. As a bonus action, you can spend 1 charge to activate your Band of Elemental Might and imbue your weapon (which you must be holding in the hand that has the ring on it; a ranged weapon bestows the properties on its ammunition) until the start of your next turn as follows:


  • Ruby (rare) - The weapon deals an additional 1d6 fire damage, and the creature must make a Dexterity saving throw (DC 11) or be lit on fire until the end of its next turn.
  • Sapphire (rare) - The weapon deals an additional 1d8 cold damage, and the creature has its moving speed reduced to half until the end of its next turn.
  • Emerald (uncommon) - The weapon deals an additional 1d8 poison damage, and the creature must make a Constitution saving throw (DC 11) or be poisoned until the end of its next turn.
  • Topaz (rare) - The weapon deals an additional 1d6 lightning damage, and the creature cannot take reactions until the end of its next turn.
  • Diamond (very rare) - The weapon deals an additional 1d6 thunder damage, and the creature must make a Strength saving throw (DC 13) or be pushed back 10 feet.
  • Citrine (uncommon) - The weapon deals an additional 1d8 acid damage, and the creature must make a Dexterity saving throw (DC 11) or suffer an additional 1d4 acid damage at the start of its next turn.

Damage done with a weapon while imbued with power from these rings is considered magical for the purposes of overcoming resistance.

Bowstring of Glimmering Light

Wondrous item, rare

This shimmering bowstring looks to be every pastel color imaginable all at once, and the colors change and shift like a kaleidoscope. The bowstring stretches or shrinks to be taught on any size bow.

Twice per long rest as part of an Attack action, you may speak the command word and empower the next arrow you fire with magical faerie dust. If the attack is successful, the target takes no damage and is instead illuminated as per the Faerie Fire spell until the end of your next turn, no concentration required. If the attack misses, the use is wasted.

Bracelet of Muted Charms

Wondrous item, rare

A simple silver chain bracelet with seven (2d6 + 1 when found) small charms on it, each depicting a strange arcane rune. Oddly, the bracelet makes no sound when jingled, and it gives off a faint magical aura. It is sized to comfortably fit a creature of medium size.

As an action, one can yank a charm off of the bracelet to cast the Silent Image spell (DC 13) using that creature's concentration. Doing so consumes the charm; once there are no more charms, the bracelet loses its magical aura.

Bracers of Blazing Agility

Wondrous item, uncommon (requires attunement)

A pair of bright red and orange bracers that are warm to the touch, the Bracers of Blazing Agility wreath their wearer's hands in magical flame during combat, which licks at the weapon(s) she wields. These bracers grow/shrink to properly fit the wearer's wrists after the attunement ritual is completed (can only be worn by creatures of size small or medium).

Fiery Soul. While attuned to and wearing these bracers, you gain the following benefits whenever you make a weapon attack using your Dexterity modifier:

  • You gain a +1 bonus to hit.
  • Such attacks deal an additional 1d4 fire damage (if using a weapon with ammunition, this bonus damage is bestowed upon the ammunition). This does not make your damage magical for the purposes of overcoming resistance.

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Chalice of the Finest Imbibing

Wondrous item, rare

A large, gaudy goblet encrusted with innumerable small gems and wrought with intricate platinum inlay, any alcohol poured into this chalice is transmuted into a very fine-tasting version of the same alcohol no matter how poor the original version is. The liquid only remains in this state if consumed directly from the Chalice of the Finest Imbibing. If the drink is poisoned, the Chalice absorbs the liquid and ceases to function (except as a mundane cup) for one week.

Chromatic Grenade

Wondrous item, common

A crystal sphere with no identifiable opening, the Chromatic Grenade contains a strange swirling liquid that changes colors intermittently. If you hold it to your ear, you can hear a sizzling sound.

As an action, you can throw the Chromatic Grenade at a point within 50 feet of you. All creatures within a 5-foot radius circle of that point must make a Dexterity saving throw (DC 13). On a failure, the creature suffers 3d6 of a random type. On a success, the creature takes half damage. Roll a d6 to determine the damage type:


  • 1 - Acid
  • 2 - Cold
  • 3 - Fire
  • 4 - Lightning
  • 5 - Poison
  • 6 - Thunder

The Chromatic Grenade is a single-use item.

Dagger of Betrayal

Weapon (dagger), rare

A small, elegant blade that thrives on a victim's trust, the Dagger of Betrayal comes with a wrist holster that discreetly fits under the sleeves of most clothing.

Trust Destroyed. Whenever this magical weapon strikes against a creature that is under the charmed condition, you automatically land a critical hit.

Diviner's Compass

Wondrous item, uncommon

A circular iron disc with the cardinal directions etched into it and several rubies set into the face of the disc.

As an action, you can choose to focus on a single object using the compass as a focus to cast the Locate Object spell. The compass disintegrates when you lose concentration or after 10 minutes, whichever happens first.

The Diviner's Compass is a single-use item.

Dolphin Token

Wondrous item, uncommon

A fancy-looking silver coin featuring a dolphin on one side and the name of the resort supplying it on the other side. These tokens are used by resorts catering to wealthy clientele, allowing a user to polymorph into a dolphin (and only a dolphin) for up to one hour - providing an impressive and unique diving experience.

Can hold one charge.

When used by tourists, the tokens are then recovered and restored by resort-employed arcanists.

Earring of Understanding

Wondrous item, uncommon

This dark iron hoop earring is slightly warm to the touch.

As an action, you can focus on the Earring of Understanding to cast the Comprehend Languages spell, but you only gain the benefits associated with hearing a language. You do not gain the ability to read any languages that you could not already read. You can use this feature once per day.

Evelyn's Encyclopedia of Enigmatic Entities

Wondrous item, rare

A thick, well-worn book that comes with a leather carrying pouch. The pages of this book contain diagrams and detailed information on all sorts of creatures from across Phaelsivem and other planes adjacent to the Prime Material Plane.

By spending one hour a day for one week straight studying the pages contained within this book, a druid can gleam enough information to Wild Shape into a beast or creature that she has never seen in person before (provided it follows the appropriate restrictions for Wild Shape). She retains this knowledge as long as she is in possession of Evelyn's Encyclopedia of Enigmatic Entities.

Ever-Ready Bow

Weapon (shortbow), uncommon

Ever-Ready Bows began as the standard equipment of the elven guards of Hyhe Esari, intended to allow them to walk around unburdened and able to move unhindered.

When not in use, this bow can be commanded to wrap itself around its wielder's forearm like an elaborate wristband. The Ever-Ready Bow activates/deactivates on a command word just as drawing a sword from its scabbard.

Eye of Savras

Wondrous item, very rare (requires attunement)

An electrum and silver headband with a gap in the forehead. While attuned, the wearer has a third eye that appears in the gap of the circlet.

Foresee Events. While attuned to and wearing this headband, you gain the following boons:

  • You gain the Portent ability but only with one d20.
  • You can roll a single d12 and replace a damage die with the result (like with the Portent ability).

Hadar's Grenade

Wondrous item, uncommon

Much like the Chromatic Grenade, a Hadar's Grenade is a crystal sphere with no identifiable opening. Hadar's Grenade contains a stagnant obsidian-black ichor that is very viscous.

As an action, you can throw Hadar's Grenade at a point within 30 feet of you. Tendrils of dark energy burst forth within a 10-foot radius as the Arms of Hadar spell is cast (at first level, DC 13) at that point.

Hadar's Grenade is a single-use item.

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Headband of the Feywild

Wondrous item, rare

This silver headband is intended to be worn to hold back one's hair. It has several flowers of fey origin as well as a few purple beads (roll 1d6 + 2 to determine the number of beads when first found). The flowers appear to still be living.

As a bonus action, you can pluck one of the purple beads from the headband to cast the Misty Step spell. Once the headband has no more beads, it loses its magical properties and the flowers dry out.

Healing Ointment of Questionable Efficacy

Wondrous item, rare

A small jar with a large cork that is filled with a viscous, white ointment that appears to have magical properties. The ointment has odd chunks in it that dissolve when rubbed into one's skin.

When using an action or bonus action to heal a creature within reach, the user can choose to apply some Healing Ointment of Questionable Efficacy as part of this healing. If you choose to do so, roll a d8:


  • 1-4: Heal for the minimum potential hit points.
  • 5-7: Add proficiency bonus to the total healing done.
  • 8: Double the total healing done.

The jar holds enough ointment for 3 uses and automatically refills itself at the start of a new week. This ointment has no effect on any creature that cannot benefit from the healing being done or that does not have permeable skin.

Magic Cylinder

Wondrous item, very rare

The Magic Cylinder is a curious object that is purple in color and shimmers in light. Each end of the cylinder is banded in gold, and the majority of the item is covered in unintelligible arcane symbols.

Once per long rest, whoever holds the Magic Cylinder can attempt to stymie a foe's attempt to magically attack them. When you (and only you) are targeted by a spell attack roll, you may use your reaction to attempt to capture this spell, and perhaps even turn it back against its caster. Roll a d20:


  • 1-10: You fail to capture the spell attack, and it continues to target you as normal.
  • 11-17: You redirect the spell into the ground, nullifying the spell effect.
  • 18-20: You turn the spell against the caster. If the original spell attack roll would succeed against the caster, the spell succeeds against her.

Mordenkainen's Lock

Wondrous item, uncommon

This simple golden lock has no keyhole or coding mechanism that would seem to allow one to open it once locked. The lock is found or purchased unlocked.

As an action, you can secure the lock around a door handle, chest, or similarly sealable entryway to cast the Arcane Lock spell (at second level), at which point the lock seemingly vanishes. The lock's effect remains until dispelled.

Mordenkainen's Lock is a single-use item.

Wondrous item, rare

An enchanted orb only produced by arcansists employed by Worledin's shipwrights guild. They are used to help ships navigate and especially to synchronize fleets or groups of ships on journeys. They are very difficult to acquire outside of the Naval Yard or from on a ship.

If captaining a ship with a Naviglobe on it, you can use your action to communicate to any ships with Naviglobes on them within 5-mile radius (like the Sending spell). You can do this once every 10 minutes.

Orb of Annoyance

Wondrous item, uncommon

This simple sphere is the size of a dwarf's fist. It is made of two hemispheres: one red and one blue. When activated the divide between the hemispheres disappears, and the orb turns purple.

As an action, you can twist the two sides of the orb to activate the Orb of Annoyance. For the next minute, the orb will emit the discordant sound of a poorly played harp that is audible in a 60 foot radius.

Net Launcher

Weapon (crossbow), uncommon

A modified crossbow designed to fire nets rather than bolts. Net cartridges can be acquired in Worledin (roughly 25 gp each).


Properties:

  • Ammunition (net cartridge)
  • Loading
  • Range 50/150
  • Two-handed
  • Special

Uses normal net attack rules.

Perkins's Tent

Wondrous item, very rare

This tent appears to be an ordinary, one-person tent from the outside, but upon stepping inside one finds a space much larger than the tent's mundane exterior would suggest. The tent's interior hosts a common area (simply furnished); a small, well-stocked kitchen; and 6 bunks, allowing a group of people to camp together in relative safety. There are torch sconces and a moderate storage box permitting one to store supplies within the tent (e.g. food) which remains even while not set up but is not preserved to prevent spoiling.

Perkins's Tent requires a DC 11 Intelligence check to properly set up (one can add her Proficiency bonus if proficient with Carpenter's Tools). Failing this check means the tent only functions as a one person tent, and the check cannot be made again until the next dawn.

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Pouch of Origami Ravens

Wondrous item, common

A simple leather pouch that contains 7 (2d6 + 1) paper origami ravens in it. The ravens are made of fine scroll paper and each appears to have arcane glyphs drawn onto it, though the glyphs are unintelligible due to the folds.

If you take one of the ravens out of the pouch and hold it in your hands, you can speak the command word to animate the crane so that it acts as if under the Animal Messenger spell. You can dictate your message after animating the raven, which then flies off to deliver it. The paper raven disintegrates to ash after delivering the message, or it returns to you and then disintegrates if it fails to deliver the message. Unfolding a raven causes it to lose its magical properties.

Riluaneth's Beans of Entanglement

Wondrous item, rare

Riluaneth was an elven ranger and bounty hunter that was always wary of others sneaking up on him, so he developed these magical beans to give him a better chance of escape. This satchel contains up to 8 beans (roll 1d8 upon discovery to determine the number of beans remaining), and it can be worn on one's belt.

These beans can be used much like caltrops. Planting a bean in soil enchants the area (5' radius circle) for up to the next 24 hours. If a creature of size small or larger steps into this area, the bean sprouts and casts the Entangle spell (DC 13) as well as notifying you with a ping that only you can hear. After the spell's duration ends, so ends that bean's enchantment. The bean must be planted for a minimum of five minutes before it can take effect. If a bean is removed from the satchel but not planted, it can retain its properties for 1 hour before it must be replaced into the satchel or permanently lose its magical properties.

Ring of Shadows

Wondrous item, very rare (requires attunement)

This thick iron band features a square onyx set into it wreathed in several tiny smoky quartzes.

One With Shadows. Once per short or long rest, you can use this ring to cast the Darkness spell; additionally, you can see into and through the magical darkness that you conjure in this manner. You do not gain any sort of darkvision or the ability to see through magical darkness summoned in any other way.

Shorthalt's Journal of Awful Limericks

Wondrous item, very rare

This little black book is inscribed with scrawlings of horrific poems, each of which are imbued with enchantment magic. There are also bizarre, childish drawings of humanoids doing various acts of vile behavior.

What Did You Just Say?! You can use your action to read one of these limericks and target a creature within 30 feet. The target is affected as if you had cast the spell Tasha's Hideous Laughter (DC 13), except that the effect only lasts until the end of its next turn at maximum duration. If one reads from the journal more than 3 times in a week, she must roll on the long-term madness table.

Static Field Band

Wondrous item, rare

The Static Field Band is comprised of two woven bands - one of copper and one of silver. The ring is studded with sapphires which shine brightly during a thunderstorm. The first one was originally crafted by an arcanist for a king paranoid about being abducted.

This ring has 1 charge, which it regains each dawn. You can use an action to expend this charge to cause a storm of electricity to emit from the ring in a 5' radius sphere centered on you. Each creature (besides you) in the sphere must make a DC 15 Dexterity saving throw, suffering 3d6 lightning damage on a failure or half that on a success. A creature that is grappling you automatically fails the save and loses its grapple. If activated outdoors during a thunderstorm, the lightning damage dealt is 6d6 instead, and the range becomes a 15' radius sphere.

The Pactmaker's Phlebotomy Bowl

Wondrous item, rare (requires attunement by a warlock)

This dark iron bowl is freezing cold to the touch. It has a strange sigil at the bottom of the bowl, and there is a small blade attached to one of the bowl's handles by a small length of hempen cord.

Sacrificial Bloodletting. Once per long rest, a warlock may use the blade to cut herself and fill the bowl with her blood. Once the bowl is filled, it immediately warms and all of the blood drains into the sigil at its bottom. Until her next long rest, the warlock gains two extra spell slots of first level, granted for this self-sacrifice to her patron. She must also roll 1d8 and her hit point maximum is reduced by the result of this roll (also until her next long rest).

Cleanse the Hysteria. If you are afflicted by an aspect of madness (as determined by the DM), you may use the bowl the same way as in Sacrificial Bloodletting, except that instead of gaining new spell slots you are immediately cured of this affliction. You cannot use the bowl's Sacrificial Bloodletting feature until after your next long rest.

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The Silver Tongue's Secret

Wondrous item, very rare (requires attunement by a bard)

A bright purple vial on a simple platinum chain that is worn around one's neck. This vial contains an overly sweet tasting liquid that will only pour directly into the attuned person's mouth.

Whispers of the Silver Tongue. You can use your action on your turn to consume the liquid contained within the vial. This potion affects you for one hour with the following effects:

  • Each time one of your Inspiration Die is rolled you gain temporary hit points equal to the roll result (regardless of who rolls it). These temporary hit points can stack up to a maximum equal to the highest number on your Inspiration Die (e.g. d6 = maximum of 6 temporary hit points).
  • You gain a +1 bonus to Charisma (Persuasion) checks.

The vial's potion can be consumed once per day and refills each dawn.

The Swashbuckler's Tricorne

Wondrous item, very rare (requires attunement)

This fine leather hat features a gold band and several pearls which are set into the brim. The Swashbuckler's Tricorne is believed to have belonged to an exceptionally lazy pirate captain that once frequented the Worlis Archipelago; this captain would bestow the hat on one of his crew so that this crew member could navigate the ship while he drank or napped (at least, so the stories tell).

Swashbuckler's Charm. While attuned to and wearing The Swashbuckler's Tricorne, you gain a +2 bonus to Charisma (Deception, Persuasion) skill checks.

Man the Ship! You gain proficiency with navigator's tools and vehicles (water) while attuned to and wearing this hat.

Defend the Crew. Once per long rest, you can cast the Ice Knife spell (with proficiency) at first level using Charisma as the spellcasting modifier.

Zedomtuc's Monocle of Valuation

Wondrous item, rare

This monocle is crafted from gold with a few small gems studding it and was crafted by tinkering-minded gnome that was a banker and tasked with valuing fine jewelry and other trinkets and items.

Whenever you make an Intelligence (Investigation) to check to determine the value of gems and other mundane items, you gain the following accuracy if you use this monocle:

  • DC 15 for accuracy within 100 gp for items under 1,000 gp worth; within 500 for items under 5,000 gp worth; within 1,500 for items worth more than 5,000 gp
  • DC 21 for exact appraised worth

You may only check an individual item or gem once with the monocle. Repeated attempts cannot reveal a more accurate valuation.

Credit

Made via The Homebrewery (homebrewery.naturalcrit.com)!

Notes

I have been patrolling homebrew forums and the Internets in general for a while admiring others' works of homebrewery. I can only imagine that some of these items will have been influenced by the works of other great homebrewers, and I apologize in advance if any of these items appear to be rip-offs of someone else's work. It is not my intention to plagiarize in any way, shape or form. Additionally, there are definitely references to other games in the inspiration, lore, and mechanics of many items.

I have provided a brief bit of history for the world within which these items exist above, but to expand on that in more practical language: Phaelsivem is a world where everyone has largely been on edge for several hundred years since the world was attacked by devils, demons, and other monsters native to evil planes. Almost all common folk are capable of defending themselves, and every nation has a significant standing army. Magic is closer to common than uncommon or rare, though high level magic (above fifth level) is still being actively researched and reclaimed by most of the world. Monstrous races like orcs and gnolls are treated as uneasy allies rather than enemies, as strange aberrations, undead, and other more fearsome monsters continuously spawn near the aforementioned pools of black ichor that remain as scars of the Epoch of Bloodshed. Additionally, creatures and monsters native to the Elemental Planes have been seen on the Material Plane with much more frequency in recent years. Adventurers and mercenaries are accepted - if not welcomed - aspects of society.

Without further ado, please enjoy!

Inspirations

As I noted before, I am quite certain that I will forget some (and for that, I apologize), but I will try to list the sources here that inspired me in creating these items.

  • Critical Role and Matthew Mercer's Tal'Dorei Campaign Setting Guide Book
  • Matt Colville
  • Len Pelletier's Weak Magic Items for 5e Generator
  • The donjon Random Weird Magic Item Generator
  • The How to be a Great Game Master YouTube Channel
  • Dota 2
  • Magic the Gathering Card Game

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