M’jal’s Mighty Tome

Magic Items

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Magic Items

Army Chest

Wondrous Item, very rare This 3 foot long, 2 foot wide and 2 foot tall wooden chest is banded with iron. It can store up to 50 pounds. When the lid is closed, a command word spoken and the chest given a small kick, the top flies open, revealing an extradimensional space. Immediately, 5d4 veterans spill forth from the chest, ready to follow the commands of the one who summoned them forth. The veterans remain until slain or commanded back into the chest. Once used, the chest’s magical ability cannot be used again until the next dawn.

Battle Beads

Wondrous item, uncommon (requires attunement)

This necklace of large wooden beads is used both for meditiation and combat. The wearer gains a +1 bonus to Religion (Wis) skill checks and Insight (Wis) skill checks. Furthermore, once per day the wearer can cast Sanctuary, targeting themselves. Lastly, the wearer can make an unarmed attack as a bonus action - using Strength or Dexterity to hit and damage, dealing 1d6 damage on a hit.

When worn by a monk, the secret powers of the beads are revealed. The bonus to skill checks increases to +2, and the Sanctuary spell can be used a number of times per day equal to the wearer’s proficiency bonus. Likewise, once per day when taking a short rest, the monk can regain a number of Ki points equal to their Wisdom modifier (min 1).

The bead’s abilities recharge at dawn each day, as long as the wearer performs one hour of meditation before the item recharges.

Bear Armor

Armor (Hide) , uncommon (requires attunement)

This hide armor is made from bearskin. Once attuned, it allows the wearer to turn into a brown bear as an action. All of the wearer’s gear melds into the new form. While in bear form, the wearer retains their own Intelligence, but otherwise uses the stats of a black bear, including hit points. The transformation lasts for 1 hour or until the wearer is reduced to 0 hit points. When the transformation ends, the wearer returns to their normal form and any melded gear returns to normal. Likewise, the wearer is returned to their former hit point total before transformation.

The armor’s transformation ability recharges at dawn.

Bear Claws

Dagger, uncommon

This pair of daggers have a padded hilt that is slipped on, giving the wearer the appearance of having large bear claws. While worn, the bearer cannot be disarmed. The daggers grant a +1 magical bonus to hit and damage.

Once per day, the wearer can turn into a black bear as an action. All of the wearer’s gear melds into the new form. While in bear form, the wearer retains their own Intelligence, but otherwise uses the stats of a black bear, including hit points. The transformation lasts for 1 hour or until the wearer is reduced to 0 hit points. When the transformation ends, the wearer returns to their normal form and any melded gear returns to normal. Likewise, the wearer is returned to their former hit point total before transformation.

Bell of the Underworld

Wondrous Item, rare

This brass bell and accompanying striker is about 6 inches long, and the bell can be held in one hand and struck with the accompanying striker with the other hand. When struck as an action, it replicates the effects of the Toll the Dead cantrip.

Once per day as an action, when struck it can instead reproduce the effects of the Clerical Channel Divinity: Turn Undead ability. The latter ability recharges each night at midnight.

Black Marentail’s Coffin

Wondrous Item, very rare

This six-foot long dark mohogany box is covered in necromatic glyphs. When opened, it reveals an interior lined in red satin with gold trim. If closed and the coffin’s command word is spoken aloud, the next round at initiative count 20 the coffin shakes and opens, revealing an animated skeleton (50% chance) or zombie (50% chance). The created undead obeys its creator to the best of its abilities for one full day, then become uncontrolled.

The coffin can be used up to six times per day, and regains all it charges at dawn.

Black Marentail’s Urn

Wondrous Item, very rare

This twin-handled brass urn is etched with a necromatic rune on its front, and sealed with a wax stopper. As an action, the wielder can sieze the urn in both hands and whisper into its top, bringing forth a ghost. The ghost acts on its own initiative count and obeys the caster’s verbal commands to the best of its ability. If left uncommanded, it will act on its own intent, possibly to the detriment of the wielder. The ghost remains for up to one hour, until commanded to return to the urn or if it moves more than 120 feet from the urn. The ghost can be called forth up to five times per day, or until slain. All uses of the urn reset at sundown. MAGIC ITEMS

 

 

Boar’s Belt

Wondrous Item, lesser - uncommon; greater - rare (requires attunement)

This item comes in one of two forms - a lesser and a greater version. The thick leather belt has one side covered in bristly hair and is fastened with a boar-shaped buckle. The lesser belt’s buckle is silver, while the greater belt’s buckle is golden. Both versions have 5 charges, which allow the wearer to use False Life with each charge.

Furthermore, once per day, as an action the wearer can transform into a boar for up to 1 hour. The lesser belt allows transformation into a boar, while the greater belt allows transformation into a giant boar. All of the wearer’s gear melds into the new form. While in boar form, the wearer retains their own Intelligence, but otherwise uses the stats of the appropriate boar, including hit points. The transformation lasts for 1 hour or until the wearer is reduced to 0 hit points. When the transformation ends, the wearer returns to their normal form and any melded gear returns to normal. Likewise, the wearer is returned to their former hit point total before transformation.

The transformation and items charges are restored at each dawn.

Boar’s Tooth Necklace

Wondrous Item, uncommon

This necklace of boar hair starts with a full set of 22 lesser teeth and two tusks. When the wearer takes an action to toss one of the teeth to the ground, it turns into a wild boar that is loyal to the bearer. If one of the tusks is tossed to the ground as an action, it transforms into a giant boar that is loyal to the bearer. The created boar remains until slain, or released from the bearer’s service.

As an alternative, as a bonus action the wearer can remove a tusk from the necklace and hand another the tooth within reach. If the recipient takes an action to chew one of the teeth or tusks from the necklace, they are transformed. If a simple tooth is gnawed, the recipient becomes a boar. If a tusk is gnawed, the recipient becomes a giant boar. All of the gnawer’s gear melds into the new form. While in boar form, the wearer retains their own Intelligence, but otherwise uses the stats of the appropriate boar, including hit points. The transformation lasts for 1 hour or until the wearer is reduced to 0 hit points. When the transformation ends, the wearer returns to their normal form and any melded gear returns to normal. Likewise, the wearer is returned to their former hit point total before transformation.

Once used, the teeth are not replenished. If a tooth is removed from the necklace but not used within one minute, it magically returns to the necklace.

Book of Recorded Deeds

Wondrous Item, very rare (requires attunement)

This large tome is bound between two thick leather-covered ends, and chased with gold filigree. When first found, its pages appear blank with the exception of a short bit of script indicating wording akin to “A Record of the Famous Deeds of …”, with a single line underneath for a signature. Once it is signed, the book becomes attuned to the signer and its first few pages are instantly covered with a flattering recitation of the signer’s deeds up to that point. As the signer continues to adventure, the pages automatically record the deeds, in a flattering manner. While the tome exists and is on the same plane as the signer, the tome continues to records and its owner gains a 10% bonus to all earned experience points.

Once per day, if the book is in the signer’s possession, as a bonus action they can draw upon the magic within to cast Heroism upon themselves (with an assumed spellcasting ability modifier of +5).

Altering the text of the book - which can only be done by magical means - does not affect the actual events that have occurred. If the book is destroyed, the gained experience is not lost.

Bottled Tears

Wondrous item, uncommon

This small vial contains a clear, salty liquid. When spilled on an individual - which can be done to enemies as a melee weapon attack - the target must make a DC 13 Wisdom save or fall into a deep fugue. An affected target can only move at half speed and has disadvantage on saving throws, attacks and skill checks for one minute. If the target is not in immediate danger, it will simply slump to the ground and take no action until disturbed or the effects wear off.

Cloak of the Glade

Wondrous item, rare

This encompasing cloak and hood is camoflagued with very realistic woodland patterns. When the wearer is in a non-desert wilderness area, they gain advantage on Stealth (Dex) skill checks to hide. Once per day, in such an environment, if the hood is put up the wearer gains invisibility.

Furthermore, if the cloak is worn by a non-drow elf or a druid, the wearer can utilize the secret powers of the cloak. As an action, the wearer can use longstrider and tree stride once per day apiece.

The cloak regains the use of all of its abilities at dawn each day. MAGIC ITEMS

 

 

Crooked Knife

Weapon (dagger), rare

This ivory-handled dagger has a skull-shaped pommel and a wave-shaped blade. When used in the off-hand, it grants the weilder a +1 to hit, and on a hit deals 1d8+1 magical piercing damage. Once per short rest, as a bonus action the weapon can be commanded to coat itself in poison, giving the blade a greenish sheen. On the weapons next hit, it deals its normal damage plus an additional 2d8 poison damage.

Darts of Seeking

Weapon (dart), common

These small green darts are generally found in clusters of 3-5. As an action, the owner can speak the dart’s command word and point at a target within 120 feet. The darts unerringly fly and strike the target, dealing 1d4+1 magical piercing damage on a hit. The darts can be used a number of times equal to the owner’s proficiency score per day.

The dart’s power recharges each day at dawn.

Death Mask

Wondrous item, uncommon (requires attunement)

This fearsome wooden mask is decorated with brilliant paint and feathers, depicting a fearsome visage. Written on the inside of the mask are magical runes of destruction and fear.

When donned, as a bonus action the wearer can radiate an aura of fear. Those within 15 feet of the wearer must make a DC 13 Wisdom save. On a failure, the target becomes frightened of the wearer until they leave the area of effect. A target that makes a successful save is unaffected by further uses of the mask.

Furthermore, once per day, if the wearer is reduced to 0 hit points, they instead retain 1 hit point.

Doomed Sandals of the Evoker

Wondrous item, rare (requires attunement)

These worn-looking leather sandals have soles that are inscribed with glowing runes of power and smell slightly of burned flesh. The sandals have 5 charges. They can be used to cast the following spells as an action, at a spell level equal to the number of charges expended. The spells have a spellcasting save DC of 15.

  • 1-5 charges - Magic Missile
  • 2-5 charges - Scorching Ray
  • 3-5 charges - Lightning Bolt

When worn by a sorcerer, the secret powers of the sandals are unlocked. The charges can be used to cast spells or be converted to sorcery points for casting spells or using metamagic. Furthermore, the save DC of any spell cast from the sandals uses the owner’s spell saving throw DC.

The sandals regain all charges at noon each day.

Drum Juice

Wondrous item, uncommon

This powerful, silvery juice comes in a wooden bowl with a taut leather cover. If the cover is tapped, the whole responds with a rolling, drum-like sound like echoing thunder.

As an action, the cover can be removed and a small amount of the liquid poured out. Upon striking the ground, it reproduces the effect of a thunderwave spell.

The bowl contains enough liquid for 7 levels of use, which can be portioned for multiple low-level uses or combined into a longer pour for a more powerful use. The liquid replenishes one level of use every dawn.

Dwarven Pickaxe

Weapon (axe/pick), rare

This unusual weapon has a head with a pick on one side and an axe on the other. The wielder gains a +1 bonus to hit and damage with the weapon - unless they are a dwarf, in which case the weapon grants a +2 bonus to hit and damage.

Furthermore, in the hands of a dwarf, when the item is used to dig, it can hew through materials at the rate of one cubic foot per round without dulling or breaking. The pick side can be used to dig through stone or rock, while the axe side can be used for hewing through wood or similar materials.

Elemental Shirt

Armor (none), uncommon (requires attunement)

This colorful, short-sleeved shirt sparkles prismatically. When worn, it gives the wearer a base AC of 14. Once per day, the wearer can cast Protection from Energy without requiring concentration.

The shirt’s power recharges at dawn. MAGIC ITEMS

 

 

Falconer’s Gloves

Wondrous item, uncommon (requires attunement)

This pair of leather gloves incorporates hard leather bracers traced with magical symbols of birds of prey. As an action, the wearer can rap the bracers together to cast Animal Friendship on nearby birds of prey. This ability can be used up to five times a day.

Furthermore, once per day, as an action the wearer can transform themselves into either a eagle for up to four hours or a giant eagle for one hour. All of the wearer’s gear melds into the new form. While in eagle form, the wearer retains their own Intelligence, but otherwise uses the stats of the appropriate eagle, including hit points. The transformation lasts as indicated above or until the wearer is reduced to 0 hit points. When the transformation ends, the wearer returns to their normal form and any melded gear returns to normal. Likewise, the wearer is returned to their former hit point total before transformation.

The gloves recharge all uses of its ability at dawn each day.

Fang of the Dragon

Weapon (short sword), rare

This slightly curved short sword has a blade made of ivory with an intricate hilt depicting twined dragons. Each weapon is attuned to one element - acid, fire, ice, lightning, or thunder. This magic weapon provides a +1 bonus to hit and damage. It also provides the wielder with resistance to damage from the element it is attuned to while held.

Furthermore, as an action, the weilder can speak the weapon’s draconic name and sheath it in elemental energy it is attuned to. The invoked weapon then deals an additional 1d6 damage of the attuned elemental type. This elemental charge lasts for one minute.

In the hands of a dragonborn whose racial resistance matches the weapon, it allows its owner to use their breath weapon as an ability that recharges on a short rest.

Fiend Box

Wondrous item, rare

This small cube of heavy metal has intricate carvings on each of its faces. The cube is segmented allowing the faces to be manipulated and altered. If the weilder takes one minute and makes three successful Arcana (Int) DC 15 checks, they are able to activate the magical gate contained within the cube’s core. Roll on the table below for the entity that summoned, which appears at a point designated by the weilder within 30 feet.

On a roll of 01, 50 or 100, the summoned fiend is uncontrolled. Otherwise, the summoned fiend is bound to obey the commands of the wielder for one hour, acting on its own initiative count. If the fiend is dismissed before the hour expires, it returns to its home plane.

If the hour expires, the fiend is no longer bound to the commands of the wielder and can no longer be dismissed.

d100 roll Summoned entity
01 Pit Fiend
02-03 Ice Devil
04-08 Horned Devil
09-15 Chain Devil
16-24 Bone Devil
25-35 Barbed Devil
34-38 Bearded Devil
39-50 Imp
50 Arcanoloth
51 Ultroloth
52-53 Nycaloth
54-60 Mezzoloth
51-60 Imp
61-70 Quasit
71-78 Manes
78-87 Vrock
86-92 Hezrou
93-97 Glabrezu
98-99 Maralith
100 Balor

If the summoned fiend is dismissed or slain, the box cannot be reused until the next sundown.

Figurine of Wondrous Power

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Beryl Shark (Uncommon) This beryl statuette depicts a shark chasing its own tail. When immersed in water and the command word spoken, it becomes a giant shark for up to 6 hours. Once it has been used, it cannot be used again for 2 days. MAGIC ITEMS

 

 

Brass Spider (Uncommon) This brass ball unfolds into a giant wolf spider upon command. It can be active for up to four hours before it must recharge for one day.

Charcoal Dog (Rare) This crudely carved lump of coal has glittering embers for eyes. When activated, it transforms into a Death dog for one hour. Once used, it takes three days to recharge.

Diamond Spider (Very Rare) This faceted gemstone is made of three diamonds with crystal legs and eight tiny sapphire eyes. When activated, it vanishes to be replaced with a Phase Spider for up to one hour. After use, it takes 7 days to recharge.

Jade Crocodile (Rare) This elegant jade statue depicts a thrashing crocodile. When commanded, it transforms into a giant crocodile for up to two hours. After use, it takes 3 days to recharge.

Jasper Dog (Rare) This red and black-flecked carving of a bulldog has black pits for eyes and is usually found in a cluster of three joined statues. When commanded, each can transform into a Hellhound for up to four hours. After use, the statue cannot be activated again for 7 days.

Iron Beetle (Uncommon) This solid, tarnished iron statue feels unusually heavy in the hand. When commanded, it transforms into a Giant stag beetle for up to 8 hours. Once used, it must recharge for 3 days.

Quartz Steed (Uncommon) This near-white, translucent carving of a galloping horse is flecked with black streaks that resemble gusts of winds. When commanded, it transforms into a riding horse for up to 12 hours. It is recharged every day at dawn.

Pearl Octopus (Rare) This glossy, white and pink statue is carved from a single giant pearl. When activated, it transforms into a giant octopus for up to 2 hours. It is recharged by 4 hours of immersion in salt water.

Porcelain Doll (Rare) This porcelain doll has unnaturally white skin and is dressed in ragged clothing made of actual cloth. It is usually found in sets of 2-5 dolls. If set on the ground and the command word spoken, it transforms into a a Juju zombie for up to 4 hours. The doll recharges every night at sundown.

Juju Zombie

Medium undead, neutral evil


Armor Class
13 (natural armor)
Hit Points
51 (6d8 + 24)
Speed
30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 6 (-2) 8 (-1) 5 (-3)

Saving Throws
Wis +1
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison
Condition Immunities
charmed, frightened, poisoned
Senses
darkvision 60 ft., passive Perception 9
Languages
understands the languages it knew in life but can’t speak
Challenge
2 (450 XP) PB +2

Brute. Melee weapon deals one extra die of its damage when the juju zombie hits with it (included in the attack).

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The juju zombie makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Ruby Dragon (Legendary) This intricate carving is unusually large - about two feet in length. It is covered in ruby scales with teeth and claws made of carved ivory. It has glittering eyes made of orange citrines. When commanded, it transforms into an adult red dragon for one hour. The statue must be immersed in a bonfire for one hour and left under a starry night for 30 days to recharge.

Silver Snake (Uncommon) This thin, hollow silver statue of a winged snake has glittering red eyes made of jacinth. When commanded, it transforms into a flying snake for up to 4 hours. Once used, it takes 2 days to recharge.

Tin Beetle (Uncommon) This sharp-edged, hollow statue has bits of red-stained glass in its abdoment. When activated, it transforms into a giant fire beetle for up to 4 hours. After use, it takes 2 days to recharge.

Wooden Bear (Rare) This hand-carved piece of wood is lovingly carved into the image of a growling bipedal bear. When activated, it becomes a brown bear for up to one hour. Once used, it takes 2 days to recharge. MAGIC ITEMS

 

 

Velvet Mule (Uncommon) This wooden carving of a donkey is covered in soft gray felt. When activated, it transforms into a mule with double the carrying capacity (840 lbs.) for up to 10 hours. If so desired, when it transforms back, all gear and items it is carrying can become miniaturized copies that appear on the carving - though they can only be accessed by transforming the statue back into donkey form. Once used, the statue regains its charge at the next sunrise.

Feathered Cap

Wondrous item, rare (requires attunement)

This felt bycocket is adorned with a single colored feather. Once attuned, it doubles the acuity of the wearer’s eyesight, granting advantage on Perception (Wis) skill checks when detecting things by sight.

Furthermore, once per day the wearer can select a single target they can see, marking it. Thereafter, whenever the wearer makes an attack roll against the target, they gain a +1 bonus to hit and deal an additional 1d6 damage on a hit.

If the wearer is a Ranger, they may use the marking ability up to 5 times per day. All of the items uses recharge at dawn each day.

Flower Bed

Wondrous item, rare

This small brooch is decorated as a small clutch of multi-colored flowers. When cast upon the ground to a spot within 30 feet of the owner and the command word spoken, it turns into a campsite with a medium-sized campfire and four one-person tents. The campsite remains until the command word is spoken again.

Fortress Armor

Armor (plate), very rare (requires attunement)

This set of iron plate is covered in carvings reminicent of fortress wall and grants a magical +1 bonus to AC. As an action, the wearer can activate the special properties of the armor. The wearer’s speed becomes 0, the AC bonus increases to +4 and an iron, self-loading hand crossbow appears on the wearer’s offhand (with 20 bolts of ammunition). As a reaction or bonus action, the wearer can speak the command word that transforms the suit back.

Fox Boots

Wondrous item, rare (requires attunement)

These soft leather boots are adorned with a tuft of fox fur. While worn, the wearer increases their land movement by 10 feet and gains advantage on Sleight of Hand (Dex) skill checks.

Furthermore, as an action, the wearer can transform into a fox for up to 4 hours. While in fox form, the wearer retains their own Intelligence, but otherwise uses the stats of a fox, including hit points. The transformation lasts as indicated above or until the wearer is reduced to 0 hit points. When the transformation ends, the wearer returns to their normal form and any melded gear returns to normal. Likewise, the wearer is returned to their former hit point total before transformation.

Gloves of Crafting

Wondrous item, very rare (requires attunement)

These heavy leather gloves are reinforced with brass rivets and adorned with artwork depicting a smith at work. While worn, the wearer can create mundane objects in half the normal time and grants proficiency in smith’s tools. Furthermore, while the gloves are worn, the wearer is treated as possessing a full set of smith’s tools.

Hedge Wand

Wand, lesser - uncommon (requires attunement); greater - very rare (requires attunement)

This simple wand made of jasper and bound in brass. Each wand is empowered with 1-3 cantrips. Once the owner is attuned, the owner of a lesser hedge wand can utilize the stored cantrips as if they had a spellcasting modifier of +5 or DC 13 as if they were a 1st level caster. A greater hedge wand allows casting of the cantrips as if the owner had a spellcasting modifier of +8 or DC 16 and were an 11th level caster.

Hell Brazier

Wondrous item, very rare

This brass brazier and stand is inlaid with various infernal symbols of binding. When the brazier is filled with a flammable substance and the command word is spoken, the erupting flames summon forth a devil into their service. The summoned devil begrudgingly obeys the summoner’s command and remains for up to one hour, the flames in the brazier are extinguished or the devil is reduced to 0 hit points, at which time it is dismissed. Roll on the table below and add the summoner’s level to the result to determine what sort of devil is summoned.

d100 + level Devil
01-14 Imp
15-29 Spined Devil
30-49 Bearded Devil
50-64 Barbed Devil
65-84 Chain Devil
85-94 Bone Devil
95-99 Horned Devil
100-110 Ice Devil
111+ Pit Fiend

Instant Door

Wondrous item, rare

This unassuming hinged plank of wood is merely 6 inches tall and resembles a door frame. When set upon the ground and a known destination is spoken, the door enlarges to 7 feet tall. Opening the door creates a portal to an affixed doorway at the named destination, and passing through the doorway sends individuals passing through the doorway to the destination. The passage is one-way. Once on the other side, if the doorway is closed the item shrinks back to its 6 inch size and appears at the foot of the owner, whether they are at the original location or new destination.

Once used, the door cannot be reused until the next dawn. MAGIC ITEMS

 

 

Kirk’s Music Box

Wondrous item, rare

This small tin box about two inches long that is decorated with brass chasing. The item contains 10 charges.

On one face of the box is small silver button. When pressed, a charge is expended and the item plays a melody of the user’s choice, lasting about 5 minutes. If the button is pressed twice, two charges are expended and the item plays a melody accompanied by a phantasmal illusion of the user’s choice that dances in time to the music. The illusion cannot move more than 5 feet from the box.

The items charges are refreshed each morning at dawn.

Knight’s Helm

Wondrous item, rare (requires attunement)

This silver helm is decorated with etchings of golden eagles in a dive. When found it has up to 5 charges. When the wearer hits with a melee weapon attack they may choose to expend a charge from the helm. Each charge expended adds 2d8 radiant damage to the attack. Conversely, the wearer may choose to touch an ally and expend a charge to heal the ally for 1d8 hit points.

When worn by a paladin, the wearer can expend up to a number of charges equal to their proficiency modifier on a single hit or heal.

The helm regains all charges at dawn.

Lion’s Mantle

Wondrous item, rare (requires attunement)

This cape and hood is made from the pelt of a mighty lion. When donned, it reduces the damage the target takes from slashing and piercing attacks by 3. Furthermore, once per day as an action, the wearer can transform into a lion. All of the wearer’s gear melds into the new form. While in lion form, the wearer retains their own Intelligence, but otherwise uses the stats of the lion, including hit points. The transformation lasts for up to one hour or until the wearer is reduced to 0 hit points. When the transformation ends, the wearer returns to their normal form and any melded gear returns to normal. Likewise, the wearer is returned to their former hit point total before transformation.

If the wearer is a barbarian, the wearer can invoke the mantle’s secret power. Once per day as a bonus action, the wearer can gain damage immunity to one type of damage from the following list - acid, bludgeoning, electricity, fire, ice, necrotic, psychic, radiant, slashing or thunder. This protection lasts for one minute.

The mantle’s abilities are recharged at dawn.

Lute of Unending Stories

Wondrous item, rare (requires attunement)

This lute is of the finest craftmanship, decorated with small bits and bobs that each have their own tale. It can only be attuned to by an individual who is proficient in playing a lute. It grants a +2 bonus to Performance (Cha) checks when played.

While strummed, the player is never without a story, fable or parable to tell and its strings never need tuning nor can they be broken by play. Furthermore, when played, it can be heard for great distances, at least twice that of any non-magical version. Once per day, as an action, it allows the player to cast Enthrall with a spell save DC of 13.

In the hands of a bard, its secret power can be invoked. Firstly, the Enthrall spell of the lute is cast using the bard’s spellcasting save DC. Also, once per day, the attuned bard can take 5 minutes to play a tune upon the instrument and regain all uses of their Bardic Inspiration.

The instrument must be played for an hour after sundown to recharge the uses of its ability. It cannot recharge more than once per day.

Mantle of the Manticore

Wondrous item, rare (requires attunement) This haggard cloak appears to be made from a lion’s hide, with a trailing bristly tai. However, careful examination reveals that this is instead made from a manticore. While worn, the mantle provides protection as if it were hide armor, granting AC 12 + Dex modifier (max 2).

As an action, the wearer can speak a command word that causes a pair of bat wings to unfurl from the cloak’s back, granting the wearer a flight speed of 50 feet for up to one hour.

Also, as an attack, the bearer can whip about the cloak, slinging a heavy spike from the tail. This is a ranged attack with a range of 100/200 ft. On a hit, the spike deals 1d8 + Dexterity modifier piercing damage. This can be done up 8 times per long rest. MAGIC ITEMS

 

 

Marentail’s Bag of Knucklebones

Wondrous item, uncommon (lesser); rare (greater)

This handful of humanoid finger bones comes in a small black leather bag that fits in a single hand. When found, a lesser bag can hold up to 3 bones and a greater will contain up to 13 such bones. As an action, one or more bones can be cast down upon the ground before the bearer, and the bone transforms into a skeleton under the control of the bearer of the bag. As a bonus action, the bearer of the bag can issues commands to the summoned skeleton(s), which will obey without question or hesitation.

The skeletons remain until reduced to 0 hit points (destroying the bone) or, if within 30 feet, commanded back into the bag where they transform back into a finger bone. If a skeleton remains active for 24 hours, it immediately returns to the bag. A bone that has been used cannot be used again for 24 hours.

The bag does not regain charges, but if a finger bone is placed into the bag for 24 hours, it can replace a lost or missing skeleton. No more than 3 bones/skeletons (for a lesser bag) or 13 bones/skeletons (for a greater bag) can be bound to the bag at a time. Additional bones added to the bag beyond this limit turn to dust.

M’jal’s Marbles

Wondrous item, uncommon

These small black smoky marbles usually come in a silver bag. It contains enough marbles to coat up to a 20 foot area (sixteen 5 foot squares). As an action, you can dispense some or all of the marbles to cover an area of your choice up to 15 feet distant. The marbles roll about the area, confounding being picked up or scattered and rend the area as difficult terrain, and any individual entering the area or standing in it must make a Dexterity save DC 13 or fall prone.

Furthermore, as a bonus action you can speak the item’s command word and the marbles expel blackish smoke, obscuring the affected area up to a height of 10 feet.

The marbles disappear 10 minutes after they are dispensed from the bag. The item replenishes its marbles at dawn each day.

Mountain Plate

Armor (plate), rare

This granite-colored plate mail is adorned with the emblem of twin mountain peaks. It provides a +1 bonus to AC. Furthermore, the wearer reduces damage from bludgeoning, piercing or slashing weapons by 2.

When worn by a non-derro dwarf, it provides a +2 bonus to AC, and the damage from bludgeoning, piercing or slashing weapons is reduced by the wearer’s proficiency bonus. Furthermore, once per day the wearer can cast Enlarge/Reduce targeting themselves. Once this ability is used, it cannot be used until the next sundown.

Necromancer’s Cape

Wondrous item, rare (requires attunement)

This tattered black cloak has a bronze clasp in the shape of a snarling vampire. Once donned, it grants the wearer a life-draining attack. As a melee spell attack, on a hit it deals 1d12 + Int modifier necrotic damage.

When donned by a wizard, the cape’s secret powers can be used. Firstly, the wearer gains half of the damage caused by the touch attack as temporary hit points. Furthermore, as an action, the wearer can animate any humanoid slain by the cloak’s attack as a wight under the wearer’s control. The animated wight acts on its own initiative and the cape wearer can give the wight commands on their turn as a bonus action, which the wight obeys without question or hestitation.

The wearer of the cloak can only retain control over a number of wights equal to their Charisma modifier - any additional created wights, including those created by the wights themselves - become uncontrolled.

Night Mask

Wondrous item, uncommon (lesser); rare (greater) (requires attunement)

When this black silk kercheif is donned to hide the face, it grants the wearer roguish abilities. Firstly, a lesser night mask grants a +1 bonus to Stealth (Dex) skill checks, while a greater grants a +2 bonus. Furthermore, if the bearer makes a weapon attack against a target that hasn’t yet acted in combat, a successful hit deals +1d6 damage.

If worn by a rogue, the night mask reveals its secret powers. Both masks grant a bonus to Stealth (Dex) checks equal to the wearer’s proficiency bonus.

A rogue-worn lesser night mask also increases a rogue’s sneak attack damage by +1d6. Once per day, the wearer can cast Darkness and Invisibility.

A rogue-worn greater night mask increases sneak attack damage by +2d6. Once per day, the wearer can cast Hunger of Hadar (with a DC of 8 + proficiency bonus + Dex modifier) and Greater Invisibility.

The mask regains all uses of its ability at sundown.

Pendant of the Hand

Wondrous item, common (requires attunement)

This small silver pin is crafted in the shape of a hand making a magical gesture. Once attuned, you can cast mage hand at will. MAGIC ITEMS

 

 

Philosopher’s Stone

Wondrous item, legendary

This rare substance appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone’s heart. This cavity is lined with a magical type of quicksilver that enables any arcane spellcaster to transmute base metals (iron and lead) into silver and gold.

A single philosopher’s stone can turn from up to 5,000 pounds of iron into silver, or up to 1,000 pounds of lead into gold. However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.

The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is sprinkled upon.

Philter of Persuasiveness

Potion, uncommon

When the pink liquid in this small vial is consumed, you become extremely persuasive. You gain a +2d4 bonus to all Persuasion (Chr) skill checks that you make and those you target enchantment spells suffer disadvantage on their saving throws. The effects of this potion lasts for one hour.

Potion of Borrowed Power

Potion, uncommon (requires ability to cast spells)

This small vial contains a black goo with glowing green veins. When consumed, you can trade up to three unused Hit Dice to reclaim a used spell slot of the same spell level.

Potion of Minor Magic

Potion, common

This small vial contains a cobalt blue liquid. When consumed, you gain the ability to cast the prestidigitation cantrip for one hour.

Plate Armor of Invulnerability

Armor (plate), very rare (requires attunement)

This well-polished suit of plate is trimmed with raised patterns of ivory. It grants a +3 bonus to AC. One per day, the owner can cast stoneskin on themselves without the need for a material component. The armor recharges this ability at dawn.

Prison Helm

Wondrous item, rare (requires attunement)

This uncomfortable iron contraption consists of two snugly fitting pieces that latch together to encase a humanoid head, with mere slits for eyes and a grilled mouthpiece. Once donned, the wearer reduces non-psychic attack damage by an amount equal to their proficiency modifier, but suffers disadvantage on all Perception (Wisdom) checks.

Furthermore, once per day the wearer can cast banishment at a spell level equal to half their class level (minimum 4th). The helm’s ability recharge at midnight.

Ring of Fire Control

Ring, very rare

This charred brass ring is affixed with a fire opal. It has 5 charges and may be used to cast the following spells as a spell level equal to the charges expended, with a spell attack modifier of +7 or a save DC 15.

  • 1-5 charges - Burning Hands
  • 2-5 charges - Scorching Ray
  • 3-5 charges - Fireball
  • 5 charges - Control Flames or Wall of Fire

The ring regains all charges at dawn.

Rockhome

Wondrous item, uncommon

Upon command, this palm-sized stone can be tossed down, whereupon it enlarges and hollows, becoming a four-person tent made of stone, including the floor. The tent is surprisingly light-weight, weighing only 15 lbs. The tent has a single concealed door that can be pulled shut and latched closed. There are no windows to the outside on the tent. When empty, a single command word returns the tent back into its stone form.

Seeker’s Stone

Wondrous item, uncommon

This smooth, palm-sized blue stone is engraved with a single arrow. The stone has three charges. As an action, it allows the user to cast Locate Creature or Locate Object, expending a charge to do so.

The stone’s charges are replenished at dawn

Swamp Boots

Wondrous item, rare

When these green, mushy boots are donned, they grant the wearer a +2 bonus to Stealth (Dex) checks in swampy areas and allow the wearer to treat muddy or water-drenched areas as clear terrain.

Furthermore, once per day the wearer can transform the boots into a shambling mound under their control. The shambling mound can be directed to act as a bonus action, taking no action other than defending itself if not commanded. The creature remains for up to 1 hour or until reduced to 0 hit points, at which time it transforms back into a pair of boots. Once this ability is used, it cannot be used again until the next dawn. MAGIC ITEMS

 

 

Talisman of Reluctant Wishes

Wondrous item, legendary (requires attunement)

A talisman of this sort appears as a fist-sized stone with an inverted rune for power.

Once attuned, the character finds it impossible to be rid of the talisman. It grow warm and throbs whenever its possessor comes within 20 feet of a mechanical or magic trap. Conversely, whenever the bearer attempts to use the Deception (Cha) skill, they must make a Wisdom save DC 15 or their deception is magically revealed through some strange coincidence.

In addition, the item grants them a number of wishes equal to their Charisma modifier (minimum one), though no more than one wish can be granted every 20 days. It is possible to rid oneself of the talisman by wishing to be rid of it, though any remaining wishes are lost.

Once all the wishes have been used, the stone melts away, leaving behind a 10,000 gp diamond in its stead.

Thin Blade

Weapon (rapier), rare (requires attunement)

This rapier has a silvery blade and six colorful gemstones attached to the hilt. You gain a +2 bonus to hit and damage with the weapon.

Furthermore, the owner can store up to 6 levels of spells in the weapon. To do so, they must cast the spell on the blade. The spell has no effect but is stored within the weapon. As an action, the wielder can cast the stored spell from the blade, requiring no components nor consuming any spell slots. When the spell is cast it is lost from the weapon.

In the hands of an Eldritch Warrior, the weapon’s secret power is revealed. As a bonus action, the wielder can infuse the weapon with a magical force that deals an additional 1d6 force damage on a hit. If the wielder knows the cantrip firebolt (fire), ray of frost (ice), poison spray (poison), shocking grasp (lightning) they can change the damage type to that indicated in parentheses. Finally, the weilder can also cast shield a number of times equal to their proficiency modifier per day without utilizing a spell slot.

The blade’s shield ability recharges at dawn.

Wolf Cloak

Wondrous item, uncommon (requires attunement)

This wolf fur cloak has a silver clasp in the shape of a full moon behind a howling wolf. When donned, it grants the wearer a +1 bonus to Stealth (Dex) checks and +1 bonus to Perception (Wis) checks. Once per day, the wearer can transform into a wolf for up to 4 hours or a dire wolf for up to 1 hour. All of the wearer’s gear melds into the new form. While in wolf form, the wearer retains their own Intelligence, but otherwise uses the stats of the appropriate wolf, including hit points. The transformation lasts as indicated above or until the wearer is reduced to 0 hit points. When the transformation ends, the wearer returns to their normal form and any melded gear returns to normal. Likewise, the wearer is returned to their former hit point total before transformation.

When donned by a Rogue or Ranger, the secret powers of the cloak become available. The bonus to Stealth (Dex) and Perception (Wis) bonus becomes +2 and the wearer can add +1d6 damage to their sneak attack or favored enemy damage rolls.

The cloak’s transformation ability recharges each night at midnight.

Wrathful Blade

Weapon (longsword or two-handed sword), uncommon (requires attunement)

This blade has a hilt and crossguard is composed of a stylized angel with outspread wings. You gain a +1 bonus to hit and damage with the weapon. Furthermore, the weapon holds 5 charges. When the wearer hits with a melee weapon attack they may choose to expend a charge from the weapon. Each charge expended adds 2d8 radiant damage to the attack.

When wielded by a paladin the sword’s true power becomes available. The wearer can expend up to a number of charges equal to their proficiency modifier on a single hit. Conversely, the paladin can expend charges to cast spells they know,

The blade regains all charges at dawn.

Wyvern’s Spur

Wondrous item, uncommon (requires attunement)

This black belt has an ebony cartouche of a scorpion. When adorned, as an action the wearer can grow a scorpion-like tail. Thereafter, as a bonus action the wearer can make a melee weapon attack with the tail. The tail has finesse. On a hit, it deals 1d4 piercing damage, plus the target must make a Constitution DC 15 save or take an additional 2d8 poison damage. The tail remains for one minute, then is reabsorbed back into the belt.

MAGIC ITEMS

 

 

Major Artifacts

Major artifacts are unique items—only one of each such item exists. These are the most potent of magic items, capable of altering the balance of a campaign. Unlike all other magic items, major artifacts are not easily destroyed. Each should have only a single, specific means of destruction.

The Bones of Azurewrath

Artifact, requires attunement

Long ago, during the Dark Ages of Amberos, a mighty wizard grew in power in the Skyland Hold. The mage was named Azurewrath, and he was second only to the Warlord Volk, who ruled the Skyland Hold. He led the fiendish armies of the Skyland Hold into battle, with two powerful Balors at his side as bodyguards.

He was ultimately defeated by trickery when King Flanan of the Kingdom of Malovak, his squire James and his court wizard Ooglaa the Wise captured Azurewrath’s phylactery and offered it to the Balors under Azurewrath’s control. When a massive battle broke out over the phylactery, Ooglaa broke his staff of the magi, consuming the lich, its phylactery and the two Balors in an explosion that scattered the lich’s remains across the world and planes of existance.

The bones of Azurewrath appear to be the blackened, nearly petrified remains of a human male about 6’ 2”. The bones are individual, and the more that have been assembled, the more powerful the bones become.

The amount of power a being gains from the bones of Azurewrath depends on how much of the skeleton is present. Constant powers are always in effect. To use the lesser powers of the bones, the bones must merely be held. To gain the major powers of the bones, a spellcaster must willingly hold the bones against the area they would normally be found. Upon doing so, the spellcaster’s flesh opens, the bone is drawn in and replaces the old bone. This act also allows the spellcaster to use the lesser and constant powers as well. The process of absorbing the bone is horribly excruciating, taking one round to complete and in which no other action can be taken. There is a total of 238 bones, however, these are grouped as follows:

Left Hand (27 bones):

  • Constant Power: : can cast Bane at will
  • Lesser Powers: can cast Fear 3x/day
  • Major Power: can cast Symbol of Pain 1x/day

Right Hand (27 bones) :

  • Constant Power: opponents within 5 feet cannot benefit from healing (does not affect owner)
  • Lesser Powers: can cast Inflict Wounds as 3rd level spell 3x/day
  • Major Power: can cast Harm as a 7th level spell 1x/day

Left Arm (5 bones):

  • Constant Powers: Chill Metal in a 5’ radius (does not affect owner)
  • Lesser Powers: Ghoul Touch 3x/day
  • Major Power: Paralyzing touch as a lich

Right Arm (5 bones):

  • Constant Powers: Drain 1 point of Strength as per shadow in 5’ radius (does not affect owner)
  • Lesser Powers: Bull’s Strength 3x/day
  • Major Power: +4 magic bonus to Strength

Ribcage (26 bones):

  • Constant Powers: can cast Shield at will
  • Lesser Powers: can cast Stoneskin 3x/day
  • Major Power: can cast Forcecage 1x/day

Spine (26 bones):

  • Constant Powers: can cast Charm Person at will
  • Lesser Powers: can cast Confusion 3x/day
  • Major Power: can cast Project Image 1x/day

***Left Leg (60 bones): ***

  • Constant Powers: can cast Misty Step at will
  • Lesser Powers: can cast Haste 3x/day
  • Major Power: can cast Time Stop 1x/day

Right Leg (60 bones):

  • Constant Powers: can cast Fog Cloud at will
  • Lesser Powers: can cast Mirror Image 3x/day
  • Major Power: can cast Duo–dimension 1x/day

Skull (2 bones):

  • Constant Powers: can communicate via telepathy at will
  • Lesser Powers: All owner’s spells receive benefit of the Enlarge metamagic feat without being increased in level
  • Major Power: All owner’s spells receive the benefit of the Maximize metamagic feat without being increased in level

Furthermore, when several completed extremities are combined, the following powers are gained. MAGIC ITEMS

 

 


Skull and Hands:

  • Major Power: Double all available spell slots

Both Arms and Legs:

  • Major Power: Fly on self as per the spell, at will

Spine & Ribcage:

  • Major Power: Globe of Invulnerability 1x/day

Once a being possesses any one of Azurewrath’s bones, they immediately gain the sensation that they should seek out the other bones. If a bone is infused into an individual’s body, they instantly gains the knowledge of the next closest bone’s distance and direction.

If the whole skeleton should be assembled outside of a host, it self animates itself to attack, with the statistics as an skeleton warrior with 6th level wizard casting ability. The animated form can use any of the powers of the assembled skeleton above.

Curse. As more bones are accepted into the host’s body, Azurewrath’s Abyssmal presence becomes more well–defined. Once a host has assembled one full extremity, they begin to suffer from artifact domination. The host begins to obsess over finding the remaining bones and absorbing them into their own body. Each day, the host must make a Wisdom save DC 15 or Azurewrath’s consiousness manifests, taking control of the body. For each extremity that is possessed beyond the first, the DC increases by 1.

Furthermore, gathering the bones of Azurewrath attracts the attention of the Abyss. Any person who begins assembling the bones of Azurewrath will attract to themselves unfriendly Abyssmal minions who will seek to thwart the person’s actions. Eventually, this will attract the attention of the two Balors Azurewrath kept as bodyguards, who will seek to scatter the bones forever, unless they are somehow bound to the owner’s control.

Should any being ever accept into himself the entire skeleton of Azurewrath, the evil mage would instantly overtake the body, destroying the poor host’s soul. Azurewrath is an 18th wizard/15th cleric of maximum hit points with all the powers of a lich, as well as the individual powers of the bones above for the completed skeleton.

Destruction. Azurewrath’s bones can only be destroyed for once and all if the entire assembled skeleton is subjected to a retrebutive strike from a Staff of the Magi and reduced to 0 hit points by the explosion. The mage’s bones can afterward be rendered inert if one of two Balors he once ensnared manage to seize his heart before he expires.

Gemstone of Creation

Artifact, requires attunement

There are only twelve of these mighty gemstones in existence. Each of them is a cabochan cut different gemstone. The twelve stones are diamond, emerald, sapphire, ruby, amethyst, jade, opal, yellow topaz, pearl, peridot, onyx, and aquamarine. Once a part of the the Crown of Stars worn by the protogod Thunbuk, the Crown was shattered by Thor’s hammer, sending the gemstones to the far corners of the multiverse.

One gemstone is known to lay in the depths of the abyss, one was found by Stormonu in Tsre Vestu’s heart and one was the prison home of the demonic arcanist Sharez in the Twilight Forest. The location of the remainder of these gemstone’s location - if they still exist - is unknown.

Wish. The primary power of the gemstone is to allow its wielder to cast Wish without fail once a day. The gem recharges this power only when immersed in cool, running water.

Destroying the gem. It is rumored that each gemstone can only be destroyed by wishing holding one gemstone, and touching it to another while wishing the second gemstone out of existance. Unfortunately, destroying even one of the gemstones unleashed apocalytic destruction as everything wished into existance by the destroyed gem is wiped out.

If all but one of the gemstones is somehow destroyed, the last remaining gemstone can only be destroyed if it is devoured by Tiamat - and legend states that its destruction will undo all of creation. However, in at least one case, one of the destroyed gems was wished back into existance by the bearer of another one of the gems - and restoring the gem also restored all that had been lost when the gem was destroyed.

The Moaning Diamond

Artifact, requires attunement

The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning sound, as if in pain. Despite the noise, the Moaning Diamond is not evil.

Stone Shape. The wielder of the stone can, three times per day, call upon it to reshape earth and stone as if by the spell stone shape, affecting 5,000 cubic feet of material.

Conjure Earth Elemental. The Moaning Diamond can summon an earth elemental with maximum hit points that serves the caster until it is slain. Only one such elemental can be summoned at a time; if it is slain, a new creature cannot be summoned for 24 hours. MAGIC ITEMS

 

 

The Orbs of Dragonkind

Artifact, requires attunement

During the First Dragon War, a cabal of wizards captured powerful dragons with magic, in the hopes of finding a way to defeat the lesser wyrms of Amberos. When the dragons proved too difficult to keep contained as they experimented, the cabal used powerful magics to contain the dragon’s spirits within orbs of crystal while they continued to experiment on their bodies.

The cabal was successful, but the orbs were able to telepathically reach out to their kin and call for help. A massed flight of dragons decended on the cabal, utterly destroying it and the bodies of the great dragons, forever trapping their life–force in the crystal orbs. During the confusion, the orbs were secreted out, and have been slowly traversing the continent ever since.

Each of these fabled orbs is made of white crystal and contains the essence and personality of an ancient dragon of a different variety (one for each of the major ten different chromatic and metallic dragons).

Orb Dragon Element
Black Lucithius (Black Fang) Acid
Blue Vendethkin (Lightingstrike) Lightning
Green Alkahir (Leafdeath) Acid
Red Bhradorus (Fireclaw) Fire
White Yganth (White Death) Ice
Brass Asanger (Hot Sand) Fire
Bronze Hzing (Cloud Dancer) Lightning
Copper Ghalefut (WindRider) Acid
Gold Therius (Insightful Seer) Fire
Silver Ngandrar (Terrifying Justice) Cold

Note: The Silver Orb, Ngandrar, has been modified to become the fabled Orb of Seasons.

Control Dragons. The bearer of an Orb can utilize Dominate monster against dragons (spellcasting DC 16, ignores Legendary Resistances and Spell Resistance) three times per day.

Draconic Protection. The bearer of the Orb gains damage immunity to the associated element damage type.

Draconic Breath. The bearer of an Orb can herself use the breath weapon of the dragon in the Orb three times per day. The breath weapon for the Black, Blue, Green Red and White orb is a cone 30 feet long and wide that deals 12d6 damage of the element it is tied to. The breath weapon for the Brass, Bronze, Copper, Gold and Silver orb is a line 5 feet wide and 60 feet long that deals 12d6 damage of the element it is tied to. In both cases, a successful Dexterity save DC 16 halves the damage taken. This ability can be used three times per day, no closer than 1 minute apart.

Orb Communication and Detection. All Orbs of Dragonkind can be used to communicate verbally and visually with the possessors of the other Orbs, revealing their draconic personalities as they do. The owner of an Orb knows whether there are dragons of any type within 10 miles at all times. For dragons of the Orb’s particular variety, the range is 100 miles. If within 1 mile of a dragon of the Orb’s variety, the wielder can determine the exact location and age of the creature.

Each Orb also has an individual power


  • Black Dragon Orb: Fly once per day as a 5th level spell.
  • Blue Dragon Orb: Haste once per day as a 5th level spell.
  • Brass Dragon Orb: Teleport once per day.
  • Bronze Dragon Orb: Scrying once per day.
  • Copper Dragon Orb: Suggestion once per day as 5th level spell (spellcasting DC 16).
  • Gold Dragon Orb: Globe of Invulnerability once per day. Also, dominate monster on any other possessor of an Orb within 1 mile (spellcasting DC 16).
  • Green Dragon Orb: Cloudkill once per day (spellcasting DC 16).
  • Red Dragon Orb: Wall of fire once per day.
  • Silver Dragon Orb: Cure wounds once per day as a 5th level spell.
  • White Dragon Orb: Protection from energy (cold) once per day.

Curse of Draconic Enimity. A creature attuned to one of these Orbs forever gains a spiritual taint that earns the enmity of all dragonkind, even if the item is later lost or given away.

Destruction. It is believed that the only way to destroy one of these items is to subject it to the simultaneous breath weapon of no less than the six ancient dragons as the same type of the orb’s attunement while the wielder wills the freedom of the dragon within. This, however, is believed to also destroy the draconic soul imprisoned within the orb.

The Saint’s Mace

Weapon (mace), artifact (requires attunement)

The great god of healing, Logres, refused to ever raise arms to harm a living creature. After his capture, slaughter and eventual ressurection, he was approached by a pious worshipper who pleaded with the diety to act as Logre’s bodyguard. Logres politely refused, but charged the pious priest’s mace with magical power and sent him forth to protect other from harm. When the priest passed away, the mace disappeared from history.

This relic appears to be a simple, well–used cudgel, but its simple appearance hides great power. The saint’s mace has a +3 magic bonus to hit damage. When the mace is used against fiends or undead, it deals an additional 5d8 radiant damage on a hit.

Light of Truth The wielder can use sacred flame from the mace at will, as if 11th level.

 

 

The Shadowstaff

Weapon (quarterstaff), artifact (requires attunement)

This artifact is said to have belonged to the mighty god Gwieze, and that he lost it during the cataclysm that destroyed his Shadow Empire during the Elvin Golden Age. Since then, the staff has resurface several times, empowering those who find it and driving them to recreate Gwieze’s ancient empire.

This artifact was crafted centuries ago, weaving together the wispy strands of shadow itself into a twisted black staff.

Shadowy The Shadowstaff makes the wielder slightly shadowy and partially incorporeal, granting him a +4 bonus to AC and Dexterity saves. However, in bright light or in absolute darkness, the wielder takes a –2 penalty on all attack rolls, Dexterity saves, and Dexterity-related skill checks.

The Shadowstaff also has these powers.


  • Summon Shadows: Three times per day, as an action the staff may summon 2d4 shadows, who appear within 30 feet of the wielder. The summoned shadows remain for 1 hour or until dismissed or reduced to 0 hit points.
  • Summon Nightshade: Once per month, as a ritual that takes 10 minutes, the wielder can summon a nightshade that serves the wielder for one hour or until reduced to 0 hit points.
  • Shadow Form: Three times per day, as a ritual that takes 1 minute, the wielder can become a living shadow, with all the movement powers granted by the gaseous form spell.
  • Shadow Bolt: Three times per day, as an action, the staff can project a ray attack that deals 10d6 points of cold damage to a single target. The shadow bolt has a range of 100 feet.

The Shield of the Sun

Armor (large shield), artifact (requires attunement)

This shield was actually a dinner plate the god Dhorian stole from the Ancient One Apollo in his raid of the heavens. The god Fir modified the golden plate to act as a magical shield in the battle against Guaradrell. During the fight, the great dragon ripped the shield free of Dhorian’s grasp, where it fell to the earth. Since that battle, it passed from individual to individual, granting powerful abilities to those who wield it.

Protection. This large shield grants a +3 bonus to AC, in addition to the shield’s normal bonus to AC.

High Priest. While wearing the shield, the weilder can cast cleric spells as if they had levels in the class equal to their character level. The spells bestowed by the shield are seperate from those the character may possess as part of their class. The shield’s used spell slots are restored at dawn each day.

Magic Resistance. The weilder has advantage on all saving throws against spells or abilities from magic items.

Energy Resistance. The weilder gains resistance to acid, cold, fire, lightning and thunder damage.

Quested. Once per year, starting when the shield is attuned, the owner is geased, with no save to undertake a quest at the behest of the Amberosain god Dhorian.

Pure. A creature who is evil or chaotic (LE, NE, CE, CN, CG) can attune to the shield, but suffers disadvantage to attack rolls, saving throws and skill checks while in possession of the shield.

Throne of the Gods

***Wondrous item, artifact (requires attunement)

Once the throne from which Thunbuk directed the creation of the world, this artifact was lost in the depths of the mountain Tsre Vestu until it was recently retrieved by unknown hands. The throne is thought to have returned to its guilded hall in Olympus, but no mortal is truly sure of its location.

The throne of the gods weighs 5 tons and appears to be a seat made of hewn stone with quilted red padding to seat upon. The whole throne is engraved with a mural of creation and inlaid with gold, silver, platinum and many gemstones. To activate the power of the throne, a person need only sit in the seat. While sitting in the throne, the following abilities take effect.


  • Ability Score Increase. The character’s highest ability scoregains a permanent +2 bonus (max 30)
  • Increased Save. While seated, the owner gains a +2 bonus to all saving throws
  • Immortality. While seated, the owner cannot be reduced below 1 hp from any sort of attack
  • Needless. While seated, the possessor does not need to sleep, eat, or drink and cannot gain levels of exhaustion
  • Mind Reading. While seated, the owner can use detect thoughts at will
  • Spell Immunity. While seated, the owner automatically makes saves and takes no damage from spells of 5th level or less
  • Mystic Armor. While seated, the owner gains a +2 bonus to AC.
  • Mystic Monarchy. While seated, the owner can cast spells as if a wizard of the same character level. The spells known and slot used are seperate from the character’s own spells. Any used spell slots are restored at sunrise on the first day of the week. MAGIC ITEMS

 

 

By willing to do so, the owner can activate the following powers


  • Ability Enhancement. After a week of ownership, the owner gains a permanent +2 magic bonus to all ability scores, usable only once
  • Disintegrate. While seated, once per day the owner can cast disintegrate as a 10th level spell.
  • Greater Teleport. While seated, once per week, the owner and throne can use Teleport (ignoring the weight of throne, and no chance of missing the target or mishap).

Curse Of the Tyrant. Unfortunately, while the possessor is on the throne, the things of the world become less important. The character suddenly loses all interest in sex, gambling, adventure and other pursuits. Their mind becomes focused on the power of the throne, and unless he succeeds a Wisdom DC 30 save, they will desire to never leave the throne.

Curse Of Rot. The first time the disintegrate power is used, the possessor of the chair is deafened for 10 - 40 minutes. Once per week while seated in the throne, the owner must make Constitution save DC 30. On a failure, the owner’s Constitution and Charisma drop by 1 as body rot sets in. The rot can only be stopped by a Wish spell or if the character gives up the Throne. If the character drops to 0 Constitution, they cannot leave the Throne or they will instantly die. If the character learns the proper command words, he can activate the following special abilties of the throne.

The Black Heart of Tuma

Obsidian gemstone that causes destruction

Black Marentail’s Bloodforge

Undead summoning and control anvil

Rand’s Armor

Invincible coat of Arnd

Black Hammer of Ghan

Warhammer sacred to the Ghan MAGIC ITEMS

 

 

Hellhammer

Holy Avenger that defeated Volk

Suet–Song

Sword of the elvin kings

Hochiman’s Katana

Katana of the spirit warrior

Iron Bow of Ghan

Unbreakable horse bow

The Staff of Huren

Staff of the Magi

The Great Swords

Background: During the Dragon Wars, Emperor Nannon 4th of Swordfall commissioned the creation of a series of weapons know as the War Relics, which were to be dispursed to the heros of the age in the war against the dragons. He specially commissioned a series of seven blades for the seven Great Barons who helped him to rule Swordfall, and commissioned a special blade for his own use.

Unfortunately, the master craftsman behind the weapons, Fineburr the Astronomican, was corrupted by the dragons and attempted to curse the swords–in–progress. Though he was eventually stopped, the weapons were finished, but unknowingly tainted.

The swords were distributed to the seven Great Barons, and Emperor Nannon recieved the greatest blade of them all. However, he quickly found the great blade was intelligent, willful and difficult to control – in particular as it had refused to take a name to allow it to be bound to a master.

Despite the difficulties, the weapons were a great help in ending the war and later keeping control of matters in the various realms under Swordfall’s command. However, the ego battles between Nannon and the unnamed sword became legendary – to the point the sword wanted complete control of the kingdom itself. However, without a hand to wield it, it was powerless – and as the battle between Nannon and the sword flourished, Nannon wielded the blade less and less.

The Emperor had never fully trusted the power of the blades he was endowing to his Barons. As a precaution, he had instructed Fineburr to give the unnamed sword of Nannon utter power over the other blade’s weilders if he chose, and could negate their blade’s powers at will. Unknown to Nannon, the willful unnamed sword was also in constant contact with the blades and as willful as it was, could control them – and force its will through them. So it was that the unnamed sword took control of the blades and the Barons through the same weapons, and sparked the Baron’s Rebellion.

Nannon put down the rebellion and was forced to kill several of his treacherous Barons, but in the end learned what the sword had done, thanks to the sacrifice of one of his most trusted Barons that resisted his weapon’s call – Baron Frederic Furvon of Furvon’s Paval.

Realizing the true danger of the swords, Emperor Nannon confiscated all of the blades, and managed to even trick the Sword of No Name into naming itself. He then had the weapons locked away in a special citidel in the capital where they could never again be reached – except in the case of the most dire of disasters. To this day, despite Nannon’s death and the passing of the Empire of Swordfall, the citidel of the sword (and it’s defending Cult of the Sword, who worship the sword as a manifestion of the god Dhoric, lord of justice [whose symbol is a longsword]) remains untouched after nearly a millenium since it’s initial construction.

Sword of No Name (Windreaver)

Weapon (Longsword), Artifact (requires attunement)

This silver-bladed weapon’s surface is unmarred by design or script. It’s guard is simple, though chased with gold and its grip consists of a long wrap of vermillion leather with black edging and white diamonds. The pommel contains a massive translucent rhodochrosite held in place by an ivory dragon claw.

Strikeseeker. The Sword of No Name grants a +3 bonus to hit and damage, and scores critical damage on a natural roll of 15 or better. When scoring a critical against dragons, it causes quadruple damage instead of double.

Draconic Immunities. The wielder of the Sword of No Name gains damage resistance to acid, cold, fire, lightning and thunder damage as well as bludgeoning, piercing and slashing damage from non-magical attacks. If the attack comes from a breath weapon, the wielder can gain immunity as a reaction, up to three times a day.

Power Over Brethren. While the sword or its wielder are on the same plane as an individual who possesses one of the brothers or sisters of the Sword of No Name, the sword or its wielder can cast Dominate Person as a 9th level spell on the weilder of one of the brothers or sisters of the Sword of No Name, with a spellcasting DC of 18.

Sentience. The Sword of No Name is a sentient Lawful Evil weapon with an Intelligence of 19, a Wisdom of 16 and a Charisma of 19. If an individual learns its secret name, they gain advantage against the weapon’s attempts to dominate them. The weapon can communicate telepathically out to a range of 100 feet and can see and hear through its wielder’s own senses. MAGIC ITEMS

 

 

Personality. The Sword of No Name is arrogant and crafty, seeking to gain control of all around it. It despises dragons in its presence, but cares far more about gain temporal power and influence. It shows great hatred against any individual who resists its attempts to rule over them. However, it will use whatever means it can - including controlling its brethren and their owners - to seek out and destroy anyone who knows its real name, especially if the individual is its wielder.

Destruction. The Sword of No Name can only be destroyed if its returned to the forge from which it is made and subjected to the simultaneous breath weapons an ancient chromatic and metallic dragon of each type.

The Four Brothers and Three Sisters of The Sword of No Name.

These weapons were created by Fineburr the Astronomican at the request of Emperor Nannon as supplmentary blades to the the original Sword of No Name. They were designed for the various Barons under the Emperor’s name and each incorporated essence from its wielder to make it stronger. However, the traitorous Fineburr also designed personality flaws into each, eventually driving the weilders to rebel against the Emperor.

Vanity (female)

Weapon (longsword), Artifact (requires attunement)

This bejeweled longsword had a mirror-like finish to its blade. The weapon grants a +3 bonus to hit, AC and damage.

Altered Appearance. The owner can use Disguise Self at will. Twice per day, the weilder can use Alter Self. Once per day, the weilder can use Polymorph on themselves or an individual touched by the blade. However, any disguise or transformation created by the sword is always extremely attractive, well-groomed and clothed.

Personality. Vanity is extremely protective of the defenseless, but quite amorous in the presence of other males. It is catty in the presence of another adult female and will seek to cause trouble for female wielders.

Prima Donna. Vanity enjoys surrounding itself with beauty and positive emotions. If exposed to something physically vile or ugly, it seeks to leave the area immediately. When faced with such appearances, its wielder must make a Wisdom save DC 15. On a failure, the weilder gains the frightened condition and seeks to leave the presence of whatever induced the condition. This lasts for up to one minute.

Bituer (male)

Weapon (longsword), Artifact (requires attunement)

This longsword has a handle wrapped in burial linen and a black, iron blade that is marred with chips and dents. The weapon grants a +3 bonus to hit and damage.

Vorpal. On a natural roll of 18-20, the weapon’s target takes quadruple damage. If the target is reduced to 0 hit points, it is beheaded and slain.

Sentience. Bituer is a sentient Chaotic Evil weapon with an Intelligence of 16, a Wisdom of 13 and a Charisma of 15. The weapon can perceive its surroundings as if it had full hearing and darkvision to 60 feet. It can speak Common, Dwarven and Draconic.

Personality. Bituer is a bully, even to its owner, chiding any weakness it percieves in its owner and making snyde remarks about potential targets - which is usually everyone.

Curse of Hostility. The owner of Bituer finds themself goaded into reckless action by the sword. When not in combat for five minutes or more, the owner must make a Wisdom save DC 15. On a failure, the owner becomes beligerant and short-tempered towards nearby indviduals - possibly even friends. If the save succeeds, the owner does not need to save again for at least an hour.

Nightshade (female)

Weapon (longsword), Artifact (requires attunement)

This longsword is a glossy black, with a green sheen. The pommel depicts a black rose made of obsidian. The weapon grants a +3 bonus to hit and damage.

Stealth. The bearer of this weapon gains Expertise (double proficiency bonus) with Stealth (Dex) skill checks.

Sentient. Bituer is a sentient Neutral Evil weapon with an Intelligence of 15, a Wisdom of 13 and a Charisma of 16. The weapon can perceive its surroundings as if it had full hearing and darkvision to 60 feet, with a Perception (Wis) check of +7 and Insight (Wis) check of +7. It can speak Common, Infernal and Draconic.

Personality. Nightshade is quiet and duplitious. It only speaks to its bearer when no others are around, and it has a great interest in discovering the secrets of others and convincing its owner to use those secrets for blackmail.

Curse of Duplicity. The owner of Nightshade suffers from nightmares of betrayal by its friends. Each night, the owner must make a Wisdom save DC 15. On a failure, the target suffers disadvantage on all Persuasion (Cha) skill checks the following day, as they find freindship difficult with those who may turn on them.

 

 

Wyrmslayer (male)

Weapon (longsword), Artifact (requires attunement)

This longsword has a blade etched with engravings of a fiery breath. It’s handle is wrapped with orange satin fastened by pearl pips. The pommel is a dragon’s head, which can speak. The weapon grants a +3 bonus to hit and damage.

Fiery Blade. As a bonus action, the wielder can cause the blade to erupt with acid, cold, fire, or lightning. On a hit while so charged, the weapon deals an additional 2d6 damage of the element type.

Dragonslaying. When the wielder strikes a dragon with the weapon, it must make a Constitution save (DC 16). On a failure, the dragon is reduced to 0 hit points and slain. Furthermore, the weilder gains half of the dragon’s hit points it had before being slain as temporary hit points.

Sentient. Wyrmslayer is a Neutral Good weapon with an intelligence of 13, a Wisdom of 16 and a Charisma of 15. The weapon can perceive its surroundings as if it had full hearing and darkvision to 60 feet. It can speak Common, Elvin and Draconic.

Personality. Wyrmslayer is jovial and cheerful, except in the presence of dragons or dragon-like beings, to which it is quite rude and standoffish. It is always on the lookout for word about nearby dragons, and will urge its owner to seek out and destroy such foes its learns of.

Curse of Fury. When the wielder gains temporary hit points, it cannot cease fighting - even if it means targeting friends and allies. At the end of its turn, the wielder can make a Wisdom saving throw (DC 15). On a success, it can end the frenzy, but any temporary hit points are immediately lost.

Starsong (female)

Weapon (Rapier), Artifact (requires attunement)

This rapier is made of fine steel with a handle made from supple birch bark. Its pommel is a glittering green moldavite. The weapon grants a +3 bonus to hit and damage.

Spellsinger. As a bonus action, the wielder can cast Shield at will. Twice per day, the wielder can use Charm Person without material components. Once per day, the wielder can use Enthrall.

Sentient. Starsong is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 13 and a Charisma of 16. The weapon can percieve its surroundings as if it had full hearing and darkvision to 60 feet. It can speak Common, Elvin and Draconic, and can sing giving it a Performance (Cha) skill check of +7.

Personality. Starsong is a dreamer, with high hopes for its wielder, encouraging them whenever the opportunity presents itself. The weapon is chatty and likes to spend idle moments humming or singing softly.

Distracting Curse. When not in active combat, the weapon fills the owners mind with distracting daydreams and visions. Once every hour, the owner must make a DC 15 Wisdom save. On a failure, a distracting minor image is created within 15 feet of the owner, which only owner can see or interact with. The minor image is drawn from the owner’s daydreams and should hinder or delay the owner’s progress in matters, though the image is never dangerous.

Ice Glimmer (male)

Weapon (Longsword), Artifact (requires attunement)

This longsword appears to be made from semi-transparent glass. The hilt is wrapped in yeti fur and the pommel is affixed with an ice-blue sapphire. The weapon grants a +3 bonus to hit and damage.

Icy Blade. As a bonus action, the wielder can cause the blade to deal an additional 2d6 cold damage on a hit.

Ice Storm. As an action, the wielder can surround themself in a whirling blizzard of snow and ice that provides concealment to all those within 30 feet of the wielder. Those within 15 feet of the wielder must make a DC 15 Constitution saving throw. On a failure the target takes 5d8 cold damage, and half thant on a successful save. The storm remains active as long as the wielder uses their action to maintain it; this consumes their concentration.

Sentient. Ice Glimmer is a Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 13 and a Charisma of 16. The weapon can perceive its surroundings as if it had full hearing and darkvision to 60 feet. It can speak Common and Giant.

Personality. Ice Glimmer is cool and calculated, ready to provide a quick, icy death to foes. The weapon has no care for its wielder - only in felling any enemies it encounters.

Rage (male)

Weapon (Greatsword), Artifact (requires attunement)

This greatsword has a flamberge-like blade made of damascus steel with quillions of made of hardened deer antler. The pommel is affixed with a large black-and-red bloodstone. The weapon grants a +3 bonus to hit and damage.

Berserker. The wielder gains access to the barbarian rage ability at a level equal to their character level. If the character is already a barbarian, they can rage an extra two times per long rest.

Shake it Off. When wielded, as a reaction the owner can reduce damage it takes by 1d12.

Sentient. Rage is a sentient Chaotic Neutral weapon with an Intelligence of 13, a Wisdom of 16 and a Charisma of 15. The weapon can percieve its surroundings as if it had full hearing and darkvision to 60 feet. MAGIC ITEMS

 

 

Personality. Oddly, Rage is normally a very quiet weapon who tends to “sneak up” on owners – driving its owner into beserk fury without its owner’s concent when it senses an impending fight. The weapon isn’t brash, but fights like the devil – and intends it’s owner to win at any cost – whenever combat breaks out.

The Quiet One. Rage drains and feeds on the emotions of its owner, making its owner feel empty and hollow. Whenever the owner would experience a strong emotion - joy, rage, sorrow, delight or even fear, the owner must make a DC 15 Charisma save. On a failure, the owner instead feels no emotion and any interactions involving Charisma skill checks for the next 10 minutes are made with disadvantage.

The Mystic Items

Mystic items are remnants from the Time of Technology – technological items powered by magical means. Further, they are all keyed so that their full potential is only awakened in the hands of one of the Burner family – or those closely related to such individuals.

Staff of the Ancient Whirlwind

Leveling staff of the magi

Longbow of the Archist

Leveling magic long bow

Armor of Reckoning

Leveling plate mail

The Impentrable Shield

Leveling kite shield

The Wand of Cataclysm

Leveling wand

The Librist Tome

Leveling magic book

Blade of the Warrior

Axe of the North

The Beasttamer’s Whip

Deadeye’s Crossbow

Shortbow of Terror

Halbard of the Dire Woods

Jeweled Crown of Kings

The Cup of Life

The Stone Hammer

The War Relics

(23 in all)

Built during the First Dragon War, the War Relics were a group of items commisioned by Emperor Nannon and crafted by Fineburr the Astronomicon for use in the war. Unfortunately, Fineburr was secretly corrupted to the dragon’s side, and all of the works of the War Relics were corrupted in one way or another.

Black Neptune

Trident

Dragon Lash

Whip

The Granite Hammer

Warhammer; destroyed

Orb of Dragon Sleep/Orb of Seasons

Orb

Spear of Logdrin

Spear; Destroyed

 

 

Legacy Items

Legacy items are items that enjoy a rather long history of use and fame (or notoriety). They are more than mere common magic items, having been invested with a great deal of the essence of their former masters. Legacy items are not so much created as born, they are not so much fashioned as occurring over time due to dedication and presence to legendary characters and circumstances.

It is possible for characters to devise their own legacy items, but most legacy items have already been in existence for some time.

Legacy items follow a specific path that grants them unique abilities that its possessor can only tap as he or she advances in level. Only by becoming legendary in their own right can characters hope to unlock the mystical abilities of a legacy item.

To devise a legacy item, the DM should either use one of the items already created here or design his own. If a player wishes to create a legacy item, they should collaborate with the DM in its creation, with the DM having final say it what is allowable or not.

Whenever you would gain an Ability Score Increase (ASI), you may instead choose to advance your item by choosing a power from one of the appropriate tables below.

Tier 1 (1st-5th level)
Tier 2 (6th-10th level)
Tier 3 (11th-15th level)
Tier 4 (16th-20th level)