Curios of Azeroth

Magic items are frequently found across Azeroth's vast landmass, and the propensity for portals and planar travel means that they might, eventually, find their way to other worlds also. Included is a selection of magic items both mundane and mystical. Some items may have a +X bonus as part of their enchantment. Unless they are Legendary or Artifact level, a DM can increase or decrease the level of the enchantment by increasing or decreasing the rarity by one step - for example a Manslayer may become a +1 Battleaxe if it is made Uncommon.

Some items in this list offer bonuses to ability scores. Except for those as part of an Item Set, you cannot benefit from two items that boost the same ability score simultaneously, though you can benefit from two items that boost different ability scores.

Common

Carrot on a Stick

Wondrous Item, Common

When you're not powerful or rich enough for a teleport but absolutely need to get where you're going faster, this enchanted carrot-on-a-stick is your answer. While you have this item on your person, any creature that you mount has its movement speeds increased by 10'.

Eerie Stable Lantern

Wondrous item, Common

A curiosity that was reportedly once held by a ghostly stablekeep. This hooded lantern is imbued with a Continual Flame that burns bright blue. When holding the lantern and shining its light, creatures within a 15' radius of the lantern may hear the whispers of the dead. They may offer helpful clues or information, or speak utter madness.

Emperor's New Cape

Wondrous Item (Cloak), Common

Once they were the height of fashion in noble circles, these days they're an idle curiosity collecting dust in the back of second hand magic shops. When worn this cape is invisible to the naked eye and all attempts of divination including (but not limited to) See Invisibility and Truesight. Even touching the cloak does not give an opportunity to pierce the invisibility. However, only the cape is invisible - the wearer is otherwise entirely visible beneath it.

Kreeg's Mug

Wondrous Item, Common

A mug reportedly once owned by a famous ogre brewer whose alcohol was said to be beyond peer. This mug has 3 charges. When filled with water you can speak a command word to expend one charge and change the contents inside to any form of alcoholic beverage you choose. Whenever you drink someone drinks from this mug they must make a DC20 constitution save or be poisoned for 1d4+7 hours. While poisoned they are Unconscious. Upon awakening naturally from this poison the creature gains the benefits of a Short rest, but not a Long rest. The mug regains all expended charges at dawn.

Manslayer

Weapon (Battleaxe), Common

These battleaxes were deliberately crafted to kill humans during the Second War and disseminated among the best warriors fo the orcish Horde. They deal an additional 1d4 damage to any Humans that they hit.

Ogre Pocket Knife

Weapon (Longsword), Common

How magic this item is exactly remains to be determined. This enormous knife is more of a long blade for human-sized creatures. Its unwieldy balance gives it a -1 to attack rolls, but its heft grants it +2 on all damage rolls.

Stoneskin Gargoyle Cape

Wondrous Item (Cloak), Common

Crafted from the rocky skin of a gargoyle using unknown and forgotten techniques this cape is white and looks longer than your average cloak or cape. Creatures who behold it must make a DC30 Wisdom saving throw or remark upon how white and long it is. Once they have made or failed the saving throw once they never need to make the save again.

Uncommon

Albino Crocscale Boots

Wondrous Item (Boots), Uncommon

These boots are crafted from the finest albino crocodile skin, offering comfort and style both. While wearing these boots you automatically succeed on any saving throws against exhaustion from forced marching, and you have advantage on any Charisma ability checks while interacting with hunters or others who seek the primest game.

Buzz Saw

Weapon (Shortsword), Uncommon

A soft field of slicing magic surrounds this +1 shortsword. When you successfully hit with it, you also deal 1d4 slashing damage.

Carapace of Tuten'kash

Armour (Plate), Uncommon

Forged from the chitinous skeleton of the nerubian Tuten'kash, this plate armour still carries a portion of the arachnoid monster's magic. When you are targeted by a spell while wearing this armour it shoots out a globby web of silk. The spellcaster must make a DC13 Dexterity saving throw or have their speed set to 0, and be unable to use bonus actions or reactions, until the end of their next turn. Alternatively they can use their action with a slashing weapon to cut the silk and free themselves.

Cavedweller Bracers

Wondrous Item (Bracers), Uncommon

The depths of Orgrimmar are filled with fiery lava, and a number of these bracers were enchanted for workers sent below. While wearing them, you have advantage on saving throws against effects (magical and non-magical) that deals fire damage. This does leave you vulnerable to cold however, and you have disadvantage on saving throws against effects that deal cold damage.

Cobrahn's Grasp

Wondrous Item (Belt), Uncommon

A belt of snakeskin that seems to pulse with life. When you grapple a creature while wearing this belt you may expend 1 charge to add one of the following effects to your grapple:

  • The belt muzzles the creature, preventing them from speaking or casting spells with verbal components.
  • The belt ensnares their hands, giving them disadvantage on weapon attacks and preventing them from casting spells with material or somatic components.
  • The belt circles their legs, Restraining them.

Whichever effect you choose lasts until the grapple ends. The belt has a maximum of 3 charges and regains all of them at dawn.

Weapon (Mace), Uncommon

A mace in name only this is an enchanted meat tenderiser that you would find in any kitcken or butcher's. This +1 Mace can be used in the preparation of delicious food, so long as it involves meat. The first time on your turn you hit a creature that is fleshy, you tenderise them. The next weapon slashing damage they take is increased by 1d4 as the blade cuts deeper than expected.

Crystalline Cuffs

Wondrous Item (Bracers), Uncommon

These curious leather bracers seem to grow jagged blue crystals regularly. Whether it be due to the leather they're made from, or a magical enchantment, is unknown. As an action you can remove up to three crystals from the cuffs and throw it them a point within 20ft, causing the Earth Tremor spell (DC11 + spell level) to occur, centred on the target point. The spell level of Earth Tremor is equal to the number of crystals you threw.

The cuffs have a maximum of three crystals, and regrows 1 new crystals at dawn of each day.

Cursed Felblade

Weapon (Any bladed weapon), Uncommon, Requires attunement

The acolytes of the acolytes of the Shadow Council forged countless of these fel-infused weapons to be distributed among their forces. The demonic magic within bolsters their strength but saps the wielder's will, making them more susceptible to being influenced by their demonic masters. When you attune to this +1 weapon the curse activates. Your strength, dexterity and constitution scores are all increased by +2 (to a maximum of 20), but your Intelligence, Wisdom and Charisma are reduced by -1, -2, and -4 respectively. You may only lose attunement to this blade by means of a Remove Curse spell or similar effect.

Deep Fathom Ring

Wondrous item, Uncommon (Requires attunement)

A twisted loop of silver with a sheen coloured the deep blue-green of seaweed. While attuned to this ring you can breathe underwater, gain a swim speed equal to half your walking speed, and do not suffer from environmental hazards as a result of being in deep water such as cold or pressure. In addition you have +1 to your Wisdom score (up to a maximum of 20).

Defias Renegade Ring

Wondrous Item (Ring), Uncommon (Requires Attunement)

While most of the Defias Brotherhood do not wear identifying symbols other than their trademark crimson red mask, they nevertheless may own some to identify their allegiance - and this red copper ring is one such item. While attuned to this ring you gain +1 Dexterity (to a maximum of 20), you have Advantage on any charisma ability checks when dealing with thugs, criminals, and revolutionaries, and you gain proficiency with Thieves Tools if you did not already have it.

Emberstone Staff

Weapon (Quarterstaff), Uncommon (Requires attunement)

A staff once held by Marisa Du'Paige, a notorious member of the Defias Brotherhood. While attuned to this staff you have a +1 bonus to your Charisma score (to a maximum of 20). In addition, you may cast the Gust and Ray of Frost cantrips. Finally, you can cast the Polymorph spell once per long rest, but only to turn the target into a chicken. These spells use Charisma as your casting ability score.

Feyscale Cloak

Wondrous Item (Cloak), Uncommon

A cloak made from the scales of faerie dragons, it constantly shimmers and glimmers with iridescent energy. While wearing this cloak you have disadvantage on any Persuasion ability checks against faerie dragons, but advantage on Intimidation checks. In addition, when you are successfully hit with a weapon attack you can use your Reaction to unleash the energy of the cloak to cast Faerie Fire (DC13) centred on your square, but excluding you. This effect lasts for 1 minute, and does not require concentration on your part. The cloak's magic can be used once in this way, regaining its energy at dawn of each day.

Firebelcher

Arcane Focus (Wand), Uncommon

This small wand is fashioned with a fiery red gem at its head, and the pattern along its wooden body resembles that of dragon scales. While using this wand to cast a spell your spell attack rolls have a +1 bonus. In addition, you can use the wand to cast the Produce Flame cantrip. Finally, the wand can cast the Dragon's Breath spell (DC14) once per long rest, but only the Fire damage version.

Glowing Lizardscale Cloak

Wondrous Item (Cloak), Uncommon

Charged with the energy of a particularly dangerous thunder lizard, this cloak glows with bright light in a 5ft radius and dim light 5ft beyond that. An attacker who hits the wearer with a melee weapon attack while within 5ft takes 1d4 lightning damage. This effect can trigger 10 times before the energy charge is expended. The cloak regains its lost energy at dawn of each day.

Gold-Plated Buckler

Armour (Shield), Uncommon

This shiny and expensive looking +1 shield is sure to attract people's attention. When you use a spell or ability that causes the Charmed status, you can choose one creature targeted to have a -1d4 modifier on their saving throw. This feature can be used once, refreshing on a short rest.

Gold-Flecked Gloves

Wondrous Item (Gloves), Uncommon

These leather gloves were often used by certain mining teams to better seek out veins of the precious metal. By performing one hour meditation (that can coincide with a short rest) while wearing these gloves you instinctively know the location of any gold, and its amount, within 500ft, even through total cover. You also have advantage on any ability checks to appraise the value of any objects made of precious metals.

Heart of Agammagan

Armour (shield), Uncommon

Thankfully this shield is not actually the heart of the great boar Ancient. Rather, it is an item imbued with Agammagan's strength and power, crafted from wood and encircled by boar tusks. The shield has 3 charges. When wielding the shield you can use your bonus action to expend one charge to end one Condition currently affecting you. The shield regains all expended charges at dawn.

Hotshot Pilot's Gloves

Wondrous Item (Gloves), Uncommon

What exactly the original owner of these brown leather gloves was a pilot of isn't clear - what is clear though is that their enchanment is a double edged sword. While wearing these gloves you gain proficiency with all land, water, and air vehicles. In addition, when you roll initiative roll a d6. If it rolls a 1, 3, or 5, subtract this from your initiative score. If you roll a 2, 4, or 6, add this to your initiative score. You always want to be first off the mark, but sometimes this can lead to a false start.

Hydrocane

Weapon (Quarterstaff), Uncommon

This quarterstaff appears to be made of solid ice that is permanently melting, yet never seems to lose any size. It nevertheless drips everywhere. When carrying this staff you can breathe underwater. In addition whenever you take cold damage, the amount you take is reduced by 1.

Illusionary Rod

Weapon (Quarterstaff), Uncommon

Once a treasured magical stave of Lordaeron's magisters, it was lost when the nation fell to the Scourge. The Scarlet Crusade eventually recovered it, but illusions have little effect on the mindless undead and so it was quietly stored away. When holding this staff you can use it to cast the Minor Illusion cantrip, even if you do not know it. In addition, any illusion spell cast with this staff has its save DC increased by 1. This cannot stack with any other increases to save DCs from magical items.

Impaling Harpoon

Weapon (Javelin), Uncommon (Requires attunement)

This +1 javelin is designed not just for skewering fish, but people too. When attuned to this weapon, you are able to call it back to your hand after making an attack at no action cost, so long as it is within 120ft. In addition, once per short rest when you successfully hit with an attack with this javelin you can choose to leave the enemy skewered by it, relinquishing the weapon. The target is restrained by the javelin unless they use their action to succeed on a DC14 athletics ability check to remove the weapon.

Kresh's Back

Armour (Shield), Uncommon

This shield is crafted from the thick spiky shell of a particularly vicious giant turtle. As a reaction when you take damage you can channel the magic of the shield to surround you with a spectral turtle shell entirely, halving the damage taken. This feature can be used a number of times equal to your proficiency bonus, refreshing on a short rest.

Living Root

Weapon (Club), Uncommon

Though it appears as little more than a particularly hard stick, this +1 club used by the druids is anathemat to unnatural creatures. When attacking Fiends or Undead type creatures, the attack and damage roll bonuses are increased to +2.

Mantle of Thieves

Wondrous Item (Cloak), Uncommon

This black cloak is the friend of many a thief who has to operate under cover of night. As an action you may expend 1 charge of the cloak to do any of the following:

  • Cast Message with 240ft range and without using any components.
  • Gain a +10 bonus to your Perception checks for 1 minute, but only for the purpose of detecting traps.
  • Gain advantage on the next use of your Thieves Tools.

The cloak has five charges, and regains all expended charges at dawn. A rogue can expend charges as a bonus action, instead of an action.

Mutant Scale Breastplate

Medium Armour (Breastplate), Uncommon

A particularly vicious giant murloc 'donated' their scales to the crafting of this breastplate, and part of its ravenous appetite persists. When you are hit by an attack roll while wearing this armour you can use your reaction to absorb some of the damage. You add half the damage you took to the next weapon attack damage roll you make on your next turn.

This feature can be used twice, refreshing on a short rest.

Nat Pagle's Fish Termiantor

Wondrous Item, Uncommon

Thought to once be the property of a famous (if somewhat incompetent) fisherman, this stalwart fishing rod is a worthy addition to any pondprowler's arsenal. When you use this rod in any body of water that contains fish, you apply your proficiency bonus twice and roll with advantage on any ability checks to catch fish.

Naga Battle Gloves

Wondrous item (Gloves), Uncommon, Requires Attunement

These threshadon leather gloves are frequently seen on the hands of naga soldiers. While attuned to these gloves you have +1 to your Strength score (to a maximum of 20), have advantage on any charisma ability checks while dealing with aquatic creatures, and you can hold your breath for three times as long as usual.

Naga Heartpiercer

Weapon (Any bow or crossbow), Uncommon

Ranged weapons are not typically used beneath the waves but naga artisans have found ways around to not only negate the disadvantages but turn them to the naga's benefit. When making a ranged weapon attack with this +1 weapon underwater you do not suffer any detrimental effects for doing so. In addition, your first attack each turn while underwater with this weapon has advantage.

Phytoblade

Weapon (Shortsword), Uncommon, (Requires Herbalism Kit Proficiency to Attune)

This +1 shortsword appears to be made out of countless flowers, herbs and vines all tied tightly together. In the hands of someone without a green thumb it's little more than a cluster of vegetation, but for one knowledgable of the natural world they can turn it to their advantage. Whenever you critically hit with the Phytoblade you deal additional poison and acid damage equal to your proficiency bonus.

Prison Shank

Weapon (Dagger), Uncommon (Requires attunement)

Little more than a shard of metal crudely wrapped with whatever sackcloth a prisoner could spare, this weapon of seemingly little worth nevertheless has a complex enchantment woven into it. This +1 dagger does not have a magic aura that is detectable. As a bonus action while holding it you can have it vanish from your hand into a miniature pocket plane located in your wrist, allowing you to carry it without being detected. In addition, while you carry this dagger you can lie about carrying it, even while in a Zone of Truth. It can be retrieved with another bonus action. If you die while it is concealed on your person, or if your wrist is removed from your body the dagger appears at your feet.

Pysan's Old Greatsword

Weapons (Greatsword), Uncommon

The weapon of an aged paladin long gone but lived past their time due to their weapon's magic. While a creature carries this +1 Greatsword they are immune to magical effects that cause aging and age 1 year for each 10 years that pass.

Ragefury Eyepatch

Wondrous Item, Uncommon

A prized item for those who get in a lot of tavern brawls. For each weapon attack that hit you since the end of your previous turn you deal an additional +1 damage on your next successful unarmed strike that uses Strength. If you do not hit with an attack during your turn, the bonus is lost, as the 'counter' resets when your turn ends. As one of your eyes is blocked, you have disadvantage on perception checks that use sight while wearing it, however.

Raging Berserker's Helm

Wondrous Item (Head), Uncommon

Herod once wore this horned helm, and its magic pushed him to feats of battle unthought of. While you wear this helmet you gain the following benefits: While you are Raging your weapon attacks critically strike on a roll of 19 or 20. In addition, your rage damage increases by +1, and you gain one additional use of rage per long rest.

Robes of Arugal

Wondrous item (Robe), Uncommon (Requires Attunement)

The Archmage Arugal was famed for his creation of a vast number of lycanthropes and his control over them, and the robe's once purple cloth has been dyed a dark black by the shadowy magics he once used. While attuned to these robes you gain the following benefits:

  • You gain +1 to your Intelligence score (to a maximum of 20).
  • Lycanthropes must make a wisdom saving throw (DC12) whenever they try to attack you. If they fail, the attack is wasted.
  • After you cast a spell that targets or affects a lycanthrope it must succeed on a DC12 Wisdom saving throw or be Charmed by you for 24 hours. It may repeat this save whenever it takes damage to end the effect early.
  • You automatically pass any saves against contracting lycanthropy.

Robes of Evocation

Wondrous item (Robe), Uncommon (Requires Attunement)

Robes intended for Dalaran's battle-mages originally, these carefully tailored robes have seen use in numerous other forces over the years. While attuned to these robes you gain the following benefits:

  • You gain +1 to your Intelligence score (to a maximum of 20).
  • Your Evocation school spells gain +1 to their DC or attack rolls.
  • You gain +1 AC while unarmoured or using the Mage Armour spell.

Robes of Doan

Wondrous item (Robe), Uncommon (Requires Attunement)

Arcanist Doan was once the chief librarian, book keeper and loremaster of the Scarlet Crusade. His fire spells were known to scorch undead from the inside out, such that even the most mindless somehow felt the pain. While attuned to these robes you gain the following benefits.

  • You gain +1 to your Intelligence score (to a maximum of 20).
  • Your fire spells deal an additional +1 damage.
  • You have advantage on saving throws against any spells or effects that deal fire damage.
  • You gain proficiency in the History skill, if you did not already have it.

Robes of the Moccassin

Wondrous item (Robe), Uncommon

These snakeskin robes were once worn by druids of the viper to bring them closer to their patron animals. While wearing these robes, you have advantage on saving throws against the poisoned condition. A druid wearing these robes additionally gains resistance against poison damage and advantage on all charisma checks when interacting with serpentine or other similar creatures (whether they be beasts or other creature types).

Savage Trodders

Wondrous Item (Boots), Uncommon

These boots aid those traversing the wilds like few others. While wearing them the footprints you leave behind appear to be that of an animalistic predator of your choice rather than your normal bootprint. In addition, you are not hindered by difficult terrain caused by overgrown plantlife except that created by magic, and you have advantage on saving throws against Exhaustion.

Seedcloud Buckler

Armour (Shield), Uncommon

A wooden shield intended to help druids fight off attacking spellcasters. When you are hit by an attack roll while wearing this +1 shield you can use your reaction to expel a cloud of seeds at attacker. They must succeed on a DC12 constitution saving throw or the barrage hinders their ability to speak. Until the end of their next turn they cannot speak or cast spells with a Verbal component. This feature can be used once, refreshing on a short rest.

Serpent Gloves

Wondrous Item (Gloves), Uncommon

These gauntlets resemblem a snake's head, complete with venom-dripping fangs. When worn you unarmed strikes have a +1 to attack and damage rolls. In addition once per turn when you successfully hit with an unarmed strike, you deal an additional 1d6 poison damage.

Shadowfang

Weapon (Any piercing melee weapon), Uncommon

This +1 weapon is imbued with shadowy power. When you critically strike with this weapon you deal an additional damage dice as necrotic damage (which is multiplied, due to being a critical hit).

Slime-Encrousted Pads

Light armour (Leather), Uncommon

This leather armour seems to permanently drip a particularly smelly slime. Though unpleasant to the nose, its binding properties are clear. Whenever you are below half hit points while wearing this armour, you regain hit points equal to your proficiency bonus every hour.

Smelting Pants

Wondrous Item (Leggings), Uncommon (Requires attunement)

Often worn by forgemasters, while wearingthese trousers, you have Resistance to fire damage. In addition, you and everything you wear and carry are unharmed by extreme high temperatures.

Smite's Reaver

Weapon (Battleaxe), Uncommon

Mr. Smite had two of these +1 battleaxes added to his impressive armoury, once upon a time. This weapon is treated as Light for the purposes of dual wielding, and adds your ability modifier to the damage roll as part of a two-weapon fighting bonus action attack. If you already would do so from the Two-Weapon Fighting style, it adds it twice.

Sporid Cape

Wondrous Item (Cloak), Uncommon

A cloak that shuffles off spores whenever it moves and seems to never stop growing new fungi. If this cloak is kept away from any natural light for 24 hours, it grows 3 small mushrooms which function the same as the berries from the Goodberry spell when removed. If the cloak is exposed to natural light, it will not function for 24 hours in darkness. If the mushrooms are exposed to natural light, they instantly disintegrate.

Stealthblade

Weapon (Shortsword), Uncommon

A weapon type used by Defias and other thugs to befuddle Stormwind's 'finest' as they make their escapes. When you damage a creature with this +1 Shortsword they must make a DC11 Wisdom Saving Throw or be unable to target you with any attacks or effects (such as a dragon's breath) until the end of their next turn.

Subterranean Cape

Wondrous Item (Cloak), Uncommon

Woven by the greatest of trogg artisans, this clumsy and poorly constructed thick cloak is nevertheless perfect for concealing oneself underground. While wearing this cloak and beneath the surface, you have advantage on all Hide checks, your footsteps are silent, and you are not impeded by nonmagical difficult terrain of stone or mud. The cloak has no effects above the surface.

Tail Spike

Weapon (Dagger), Uncommon

This +1 dagger is forged from the spine spike of a thunder lizard. When you take lightning damage you can expend 1 charge to use your reaction while holding the dagger to half the damage taken. You then deal an additional 1d8 lightning damage if you successfully hit with the dagger before the end of your next turn.

The dagger has 3 charges and regains all expended charges at dawn.

Taskmaster's Axe

Weapon (Greataxe), Uncommon

A wicked weapon with a serrated blade aimed to cuase maximum pain on both enemy and subordinate alike. When you hit with an attack with this +1 Greataxe you can expend a charge to command an ally within 5ft to make an attack of their own. If the ally makes an attack on their next turn against the target you attacked, they do so with advantage.

The axe holds 3 charges, and regains all expended charges at dawn.

Thief Blade

Weapon (Dagger, Rapier or Shortsword), Uncommon

This +1 weapon has small notches in the blade that aid a deft combatant in disarming their foes. When a creature misses you with a melee weapon attack, you can use your reaction to attempt a Sleight of Hand check contested by their Athletics check. On a success, the opponent's weapon is disarmed and thrown 10ft in a direction of your choosing.

Tree Bark Jacket

Medium Armour (Scale Mail), Uncommon

What appears to be a comfortable jacket patterned with tree bark is in fact disguised armour masked with natural magic. When worn by a druid this jacket functions as Scale Mail with a +1 bonus. Due to its expert design the druid does not suffer any disadvantage to Stealth checks while wearing this armour. If a non-druid dons it, the magic does not function and the wearer gains no armour benefit at all, but they still look quite fashionable in certain (druidic) circles.

Tusken Helm

Wondrous Item (Head), Uncommon

This helm is crafted using enormous quillboar tusks as its most prominent feature. It is doubtful they were donated willingly. You may use the tusks as a natural weapon which deals 1d6 damage. A monk is able to make better use of the tusks. If they move 20' in a straight line and then hit with an unarmed strike while wearing this helm, the monk may make a free Shove attempt against the target creature.

Venomstrike

Weapon (Shortbow or Longbow), Uncommon

This +1 bow uses a woven snakeskin for its bowstring in an unorthodox yet incredibly effective manner. When you make an attack with this weapon you can expend one charge to line the arrowhead with poison. If the attack then hits, the target must succeed on a DC14 constitution save or be Poisoned until the end of their next turn. You can expend an additional charge to negate advantage on the saving throw. Alternatively, you can negate three charges total to negate Immunity to the poisoned condition.

The bow has 5 charges and regains 1d4 charges at dawn.

Vibroblade

Weapon (Any slashing melee weapon), Uncommon

Originally devised by dwarves who wished to destabilise vast quantities of stone, these vibrating weapons have since been adapted for battle. This +1 weapon seems to constantly vibrate whenever it is swung, greatly enhancing its cutting power. It gains an additional +1 to hit on the first attack it makes each turn.

Rare

Ancient Bone Bow

Weapon (Longbow), Rare

This gruesome bow seems to be made from the amalgamated bones of at least one, possibly multiple, different skeletons. Arrows fired from this Longbow +2 shift while in flight to change appearance to that of razor-thin bone shards. If you hit a creature with an arrow from this weapon it pierces through them, dealing half the rolled damage to any creatures in a 15' line behind the initial target.

Archaedic Stone

Wondrous Item (Ring), Rare (Requires Attunement)

This ever-shifting shard of stone that constantly pulses different colours is set into a ring's fitting, carrying with it a portion of the Titan Keeper's power. This Ring of Protection +1 has one minor beneficial artifact property which changes with every new dawn.

Bad Mojo Mask

Wondrous Item (Helm), Rare (Requires attunement)

This troll voodoo mask carries with it dark magic. While wearing it, whenever you deal necrotic damage, you deal an additional 1d6 necrotic damage. You also gain resistance to necrotic damage.

Barman Shanker

Weapon (Dagger), Rare

What exactly possessed an arcanist to enchant this broken glass bottle with magic powers is a question that remains unanswered and lost to time. Regardless of why they did it, the magic in this jagged brown-glass bottle grants it resilience that normal glass does not have. It functions as a +2 dagger. After you deal damage with it, the creature's wounds bleed from the jagged edges. They take 1d4 slashing damage at the start and end of their next turn. This effect cannot stack with itself, and it does not function against creatures that have no blood such as skeletons or ghosts.

Big Bad Pauldrons

Armour (Plate), Rare (Requires Attunement)

Adorning this set of plate armour +1 are two enormous spiked pauldrons that still hold the fury of the Farakki chieftain. Once per long rest you may use your bonus action to Rage as a first level barbarian, bypassing the usual restriction on raging in heavy armour.

Barbarians are treated as having heavy armour proficiency for the purpose of this armour. Along with being able to Rage while wearing this heavy armour, instead of gaining a use of rage as a 1st level barbarian they instead gain additional use of rage per long rest and immunity to the Frightened condition while raging.

Cape of the Brotherhood

Wondrous Item (Cloak), Rare (Requires attunement)

This cloak was purportedly once owned by Edwin VanCleef himself, and its power capitalises on his relentless fighting style. Whenever you hit with a weapon attack you gain a stacking +2 to your weapon attack damage rolls to a maximum of +10. This resets either when you roll initiative or when you miss a weapon attack. In addition, if you kill a creature with a weapon attack you split 10 temporary hit points evenly between all allies within a 15' radius.

Corsair's Overshirt

Wondrous Item (Shirt), Rare

A shirt enchanted to aid those who fight dirty. While wearing this shirt if you hit a creature with a weapon attack you can use your bonus action to make an unarmed strike at their throat. This attack deals no damage, but if it hits the target cannot speak normally until the end of their next turn. If they try to cast a spell with a verbal component, they must succeed on a DC14 constitution saving throw to do so, otherwise the action and potential spell slot are wasted, and the spell fails to cast.

A monk wearing this shirt can make use of this as part of their Martial Arts bonus action attack, instead of using it as a separate bonus action, dealing damage as normal in addition to the above effect.

Cruel Barb

Weapon (Longsword), Rare (requires attunement

Personal weapon of the Defias Kingpin himself, its wicked edge has taken the life of many a corrupt noble. This +2 longsword has the Finesse property while wielded in one hand. While attuned to this weapon you gain the Sneak Attack rogue feature with a 1d6 damage dice. If you already have Sneak Attack from your class levels, this stacks. In addition, if the creature you attack with this weapon is of a noble background or similar position in societal hierarchy, you deal an additional 1d6 damage on top of your other damage.

Deathchill Armour

Armour (Half-Plate), Rare (Requires Attunement)

This Half-Plate +1 was never worn by Amnennar the Coldbringer but mere proximity to the frosty lich has allowed some of its icy magic to seep into the steel plates. Whenever you have temporary hit points, any creature that hits you with a melee weapon takes cold damage equal to your proficiency bonus.

Eye of Theradras

Wondrous Item (Circlet), Rare

The circlet is named for the famed ruler of Maraudon, but the 'eye' inset in its face is merely a gem of power, rather than her actual eye. While wearing this circlet you may use your action to cast the Fear spell with a DC of 14. You may designate one creature in the area of effect to not use its action to dash away from you, but instead cower in fear in place and take no actions.

The circlet's power can be used once, refreshing on a long rest.

Force Imbued Gauntlets

Wondrous Item (Gloves), Rare (requires attunement)

The magisters of Dire Maul had millenia to refine their craft, and these gloves were just one of the many treasures to be found in the old elven ruins. While wearing these gloves you gain +2 to both attack and damage rolls with unarmed strikes, and the attacks count as magical for the purposes of overcoming damage resistance and immunities. This bonus does stack with other magical items, but only to a maximum of +3.

If a monk wears these gloves they are able to pull out additional potency from the gloves, their Deflect Arrows feature rolls 2d10, instead of 1d10, and they gain a +1 bonus to their AC - this does not stack with Bracers of Defense.

Freezing Lich Robes

Wondrous Item (Robes), Rare (Requires Attunement by a Sorcerer)

Ras Frostwhisper was once the favoured pupil of the dread lich Kel'thuzad, and these robes were personally enchanted by him to offer additional protection. While wearing these robes any critical hit against you bursts forth a wave of icy air. All creatures you choose within 10' must make a constitution saving throw or take 3d6 cold damage and have their movement speeds set to 0 until the end of their next turn. On a successful save they take half damage and their movement is unaffected.

In addition, any creature that hits you with a melee attack is slowed as ice clings to their body. They cannot take reactions and their movement speeds are reduced by 10ft until the end of their next turn.

Gahz'rilla Scale Armour

Armour (Scale Mail), Rare (Requires attunement)

The shining blue scales of Gahz'rilla are perfectly preserved in this suit of Scale Mail +1. When you are attuned to this set of armour and you fail a saving throw against an effect that stuns you, you may use your reaction to negate the stun and turn it back on the offending creature. They must succeed on a DC15 Constitution saving throw or take 3d6 cold damage and be stunned until the end of your next turn. You may use this feature once, refreshing on a short or long rest.

Ghostshroud

Armour (Studded Leather), Rare (Requires attunement)

This set of +1 studded leather is said to have been formed from a ghost's very essence, their spirit woven into the stitching, their remnants pinned into the leather by the hard metal studs. It may just be a rumour, but the unnerving white colour of the leather and the odd heft that is felt while wearing it does give some credence to the tales. While wearing the Ghostshroud you can use your action to enter the Ethereal Plane from the Material Plane, or vice versa. You are visible on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane.

Grand Crusader's Helm

Wondrous Item (Helm), Rare (Requires Attunement)

The helmet of Grand Crusader Saidan Dathrohan was once a symbol of the strength of the Scarlet Crusade. His ability to take any advantage against the Scourge was legendary, and though it was more due to the man than the equipment, his armour certainly helped. While attuned to this helm whenever you have advantage on an ability check, you can reroll one of the dice once.

Grimlok's Tribal Vestments

Armour (Leather), Rare (Requires attunement)

The chieftain of the Stonevault troggs would not part with this set of leather armour +1 willingly, but it has still somehow found its way to you. Once per long rest while attuned to this armour you can use your action to cast the 'Reduce' portion of Enlarge Reduce on all creatures you choose within a 30' radius of yourself, with a DC of 14. You must still concentrate on this, as normal.

You can use this feature once per long rest.

Hand of Justice

Wondrous item, rare (Requires Attunement)

An item prized by masters of war the world over, this medallion from the treasury of King Thaurissan promises power to whomever carries it. While attuned to this item whenever you critically strike with a weapon attack you may make another attack at no additional cost. In addition, you deal an additional +1 damage on all weapon attacks.

Houndmaster's Bow

Weapon (Shortbow), Rare (Requires attunement by a Beastmaster or Drakewarden Ranger)

This +2 bow was once used by the Houndmaster of the Scarlet Crusade, and its magic still lingers on. While attuned to this bow, your animal or drake companion is permanently affected by the Haste spell, which cannot be dispelled. You must still sacrifice one of your attacks or use your bonus action for each Attack action that your animal companion takes.

Heart of Noxxion

Wondrous Item, Rare

Noxxion was once an elemental of purest water, but after years of being its dwelling being poisoned it too fell to corruption. Remarkably, its heart remained pure even through everything else. While you carry the heart with you, you are immune to the poisoned condition and all poison damage. In addition once per long rest you may use your action to cure the poisoned condition on one creature that you touch.

Idol of Ferocity

Wondrous Item, Rare

Druidic idols are typically small stones carved with symbols - leaves, animal claws, and the like. Those who bear them do so as a mark of their chosen druidic path and how they wish to protect and safeguard nature. A druid who carries this Idol deals 2 additional damage with any natural weapons from their Wildshape forms. A Druid may only benefit from one Idol at a time. If they own more than one, they must decide which to use at the end of a long rest.

Idol of Health

Wondrous Item, Rare

Druidic idols are typically small stones carved with symbols - leaves, animal claws, and the like. Those who bear them do so as a mark of their chosen druidic path and how they wish to protect and safeguard nature. A druid who carries this Idol can cast any spell with a casting time of 1 action that restores hit poitns instead as a bonus action. A Druid may only benefit from one Idol at a time. If they own more than one, they must decide which to use at the end of a long rest.

Idol of Longevity

Wondrous Item, Rare

Druidic idols are typically small stones carved with symbols - leaves, animal claws, and the like. Those who bear them do so as a mark of their chosen druidic path and how they wish to protect and safeguard nature. A druid who carries this Idol can cast any spell that restores hit points from one spell slot lower than usual, to a minimum of 1st level. A Druid may only benefit from one Idol at a time. If they own more than one, they must decide which to use at the end of a long rest.

Jang'thraze the Protector

Weapon (Shortsword), Rare

The brother-weapon to Sang'thraze. Together the pair of weapons make up the Blades of Sul. These two troll shortswords bear the markings of typical Farakki craftsmanship - designed to hurt, not to kill. The enchantment however exists to keep its wielder safe, presumably so they can stretch out the pain. When you critically hit with this +2 Shortsword you gain temporary hit points equal to the total damage dealt.

As an action while holding both Jang'thraze the Protector and Sang'thraze you can combine the two blades together into Sul'thraze the Lasher.

Lavishly Jeweled Ring

Wondrous Item (Ring), Rare (Requires attunement)

This somewhat garish yet undeniably eye-attracting ring brims with magic power. It is inset with 2 garnets, 2 topazes, and 2 lapis lazuli. As a bonus action while attuned to this ring you can remove one of the gems and shatter it to regain an expended spell slot of 1st (garnet), 2nd (topaz) or 3rd (lapis lazuli) level, depending on which gem you shatter. Once shattered, a gem takes 7 days to reappear.

If the ring ever has no gems left on it, it becomes non-magical and ceases to generate new gems.

Libram of Divinity

Wondrous Item, Rare

A thick bound tome that typically is attached to one's waist, the Libram of Divinity calls upon paladins to grant grace to all creatures. A Paladin who carries this Libram has their Lay on Hands pool increased by an amount equal to twice their Paladin level. A Paladin may only benefit from one Libram at a time. If they own more than one, they must decide which to use at the end of a long rest.

Libram of Fervor

Wondrous Item, Rare

A thick bound tome that typically is attached to one's waist, the Libram of Fervor contains passages and stories that inspire paladins to push beyond their normal limits. A Paladin who carries this Libram can cast their Smite spells from one spell slot lower than usual, to a minimum of 1st level. A Paladin may only benefit from one Libram at a time. If they own more than one, they must decide which to use at the end of a long rest.

Libram of Truth

Wondrous Item, Rare

A thick bound tome that typically is attached to one's waist, the Libram of Truth reveals the secrets behind their oath, esoteric truths that allow them to see deeper into their own soul. A Paladin who carries this Libram grants all friendly creatures inside their Aura of Protection +1 AC. A Paladin may only benefit from one Libram at a time. If they own more than one, they must decide which to use at the end of a long rest.

Miner's Hat of the Deep

Wondrous Item (Helm), Rare

An item granted only to the greatest of miners of Ironforge, those who delve deeper than any other. By speaking its command word as a bonus action you can activate the light atop the helm, which shines out with bright light in a 45' cone, with dim light a further 45' beyond that. Any magical darkness cast from a spell slot beneath 5th level is permanently dispelled by the bright light. In addition if you do not already have it, you gain Darkvision out to 120'.

Mograine's Might

Weapons (Maul), Rare (Requires attunement)

The greathammer of Scarlet Commander Renault Mograine. Even away from his hands the weapon carries a trace of his zealotry...and his regret. This +2 Maul deals an additional 1d6 radiant damage on a successful hit. Against Undead creatures it deals 2d6 radiant damage.

Mugger's Belt

Wondrous Item (Belt), Rare

Chances are that this belt found its way to you under questionable circumstances, because it always seems to be that way. While wearing this belt you can use your action with a free hand to make a Sleight of Hand check against a creature adjacent to you, contested by their Acrobatics or Athletics check. If you succeed you relieve them of one item you can see that they are holding, carrying, or wearing (except armour or their shield, which must be doffed).

A rogue wearing this belt can make the Sleight of Hand check as a bonus action instead of an action, if they so wish.

Olaf's All-Purpose Shield

Armour (Shield), Rare (Requires Attunement)

This shield +1 is truly All-Purpose. On top of the additional AC you gain +1 to all saving throws and all ability checks.

Onyxia Scale Cloak

Wondrous Item (Cloak), Rare (Requires attunement)

This shimmering black-and-purple cloak was stitched together using scales from the black dragon Onyxia, taken when she was cut down. This +1 Cloak of Protection also grants you a degree of protection against dragon breaths. When you are subjected to a dragon's breath that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If the dragon's breath deals no damage (such as a brass dragon's Sleep Breath) you have advantage on the saving throw to negate the effect from it.

Piccolo of the Flaming Fire

Wondrous Item, Rare

This wooden piccolo's magic is incredibly disruptive, and has been known to cause full scale riots and uprisings to see it gone from their cities. As an action you may play a ditty tune on this instrument. All creatures, including you, who can hear you within 100' are affected by Otto's Irresistible Dance for 1 minute, with a DC of 17 to end the effect early. Once used, the Piccolo cannot be used again in this way until the next dawn.

Phytoskin Spaulders

Armour (Studded Leather), Rare

These spaulders are attached to a set of +1 studded leather. The plantlife growing from them gives them additional protection against puncturing attacks. When you take piercing damage, the amount taken is reduced by half your Dexterity modifier, rounded up.

Ravager

Weapon (Greataxe), Rare (Requires Attunement)

Originally this axe belonged to Herod, champion of the Scarlet Crusade. Its wicked blade still yearns to take the lives of heretics and abominations. While wielding this +2 Greataxe you become a storm of blades. Whenever you are struck by a melee attack you may use your reaction to attack all creatures adjacent to you that you choose, using a single attack and damage roll.

Razor Gauntlets

Wondrous Item (Gloves), Rare (Requires attunement)

These gloves were originally created by Alzzin the Wildshaper, a monstrous satyr whose shapeshifting spells were a perversion of a druid's natural gifts. Crafted with demonic magic that can now be repurposed for the sake of balance. If you wildshape while wearing these gloves, your natural attacks have +1 to hit, count as magical for the purpose of overcoming damage resistance/immunities, and deal an additional 1d6 slashing damage.

Red Dragonscale Protector

Armour (Shield), Rare (Requires attunement)

The Red Dragonflight is dedicated to the preservation of life, and this golden shield emblazoned with a stylized dragon was once a gift to their champions to carry out such tasks. While attuned to this +1 Shield you gain resistance to fire damage and any healing that you grant to another creature with spells or class features is increased by your proficiency bonus.

Sang'thraze the Deflector

Weapon (Shortsword), Rare

The brother-weapon to Jang'thraze. Together the pair of weapons make up the Blades of Sul. These two troll shortswords bear the markings of typical Farakki craftsmanship - designed to hurt, not to kill. The enchantment however exists to keep its wielder safe, presumably so they can stretch out the pain. As a reaction when you are hit with an attack you can add your attack bonus (including your ability modifier and proficiency bonus) with Sang'thraze to your armour class, potentially turning a hit into a miss.

As an action while holding both Jang'thraze the Protector and Sang'thraze you can combine the two blades together into Sul'thraze the Lasher.

Smite's Mighty Hammer

Weapon (Maul), Rare (Requires Attunement)

This +2 maul was once wielded by the dread pirate Mr. Smite. Its hefty weight adds stunning power to its blows. If you move 25ft or more in a straight line during your turn, your next successful attack with this weapon that turn forces the targeted creature to make a DC15 strength saving throw. On a failed save, they are knocked prone and stunned until the end of your next turn. On a successful save, they are still knocked prone but not stunned.

Skullforge Reaver

Weapon (Any One-Handed Slashing Melee), Rare

A curious weapon, its magic does not function unless its sheathe is placed on the back, rather than the hip. When you strike a creature with this +2 weapon you may choose to mark the creature with a brand of shadow. At the end of each of the marked creature's turns it takes 2 necrotic damage and you regain 1 hit point. The brand lasts for 1 minute. A creature can only bear one brand at a time, but you can brand multiple creatures at once. This feature can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Stoneform Splint

Armour (Splint), Rare (Requires Attunement)

This splint armour +1 used gargoyle blood in its original forging, granting it additional properties. If you are reduced to 0HP while attuned to this armour, the magic activates. Instead of making death saving throws you immediately Stabilise and are Petrified. You then regain hit points equal to one roll of your hit dice plus your Constitution modifier on each of your turns until you reach your maximum hit points, at which point the Petrification status automatically ends. Once this has occurred, the armour cannot protect you again in the same way until one week has passed.

Stoneshatter

Weapon (Hand Crossbow), Rare

Just how and why a crossbow designed to kill gargoyles ended up in the hands of the ogres in Dire Maul isn't clear, but certainly they never found a time or place to put it to good use. This Hand Crossbow +2 always deals critical damage to objects and bolts fired from it are treated as being Adamantine for the purposes of overcoming damage resistance and immunity. In addition, Petrified creatures have their resistance to all damage negated, and are instead Vulnerable to attacks from this weapon.

Totem of Rebirth

Wondrous Item, Rare

A shaman uses carefully carved and crafted totems in order to channel their elemental powers. Some of these are placed onto the battlefield, while others are carried in satchels, tied to one's back, or added to a necklace depending on their size and purpose. The totem of rebirth is made to maintain a shaman's connection to their 'self', and not lose it to the elements whe danger comes. A Shaman who carries this totem has their Rebirth ability reset on a short rest, instead of a long rest.

A Shaman may only benefit from one Totem at a time. If they own more than one, they must decide which to use at the end of a long rest.

Totem of Sustaining

Wondrous Item, Rare

A shaman uses carefully carved and crafted totems in order to channel their elemental powers. Some of these are placed onto the battlefield, while others are carried in satchels, tied to one's back, or added to a necklace depending on their size and purpose. The totem of sustaining is filled with the power of healing water. A Shaman who carries this totem that calls forth any totem also calls forth a healing totem at the same time, at no additional action cost. This can bypass the limitation on no more than one totem of the same element simultaneously. The healing totem from this item appears adjacent to the shaman.

A Shaman may only benefit from one Totem at a time. If they own more than one, they must decide which to use at the end of a long rest.

Totem of the Storm

Wondrous Item, Rare

A shaman uses carefully carved and crafted totems in order to channel their elemental powers. Some of these are placed onto the battlefield, while others are carried in satchels, tied to one's back, or added to a necklace depending on their size and purpose. The totem of the storm is filled with the element's destructive fury. A Shaman who carries this totem has any Lightning damage they cause increased by half their proficiency bonus.

A Shaman may only benefit from one Totem at a time. If they own more than one, they must decide which to use at the end of a long rest.

Waterspout Boots

Wondrous Item (Boots), Rare

These boots seem perpetually drenched in water, but nevertheless are always dry on the inside. As a bonus action you may click the heels of these boots together to launch yourself up to 30' in a straight line with a jet of magical water, passing through any creature's occupied squares. You deal 2d6 cold damage to any creatures you pass through, and this movement does not provoke opportunity attacks. Once used, the boots cannot be used again until completion of a short rest.

Whitemane's Chapeau

Wondrous Item (Head), Rare (Requires Attunement)

High Inquisitor Whitemane's powers of healing and resurrection are legendary, with tales of her bringing back dozens of fallen Scarlet Crusaders with a single spellcast. Whether the tales are true is a matter for historians to bicker over, but clearly some of her power has rubbed off on this fashionable cap. When wearing Whitemane's Chapeau the material component cost of any spell that restores a creature to life is halved, and the normal penalty for Raise Dead and Resurrection is negated.

X-Caliboar

Weapon (Longsword), Rare (Requires Attunement)

Created by a mad mage who saw pigs everywhere he went (owing to a long running prank by his fellows who mastered a certain Polymorph spell), this +2 Longsword deals an additional 4d6 slashing damage on the first hit it makes each turn against pig, boar, or other swine-based creatures. Such creatures are instinctively aware of the lethality that such a weapon carries to them, and may attempt to either flee or focus on the wielder to avoid its use.

Very Rare

Anathema

Weapon (Quarterstaff), Very Rare (Requires attunement by a Cleric, Divine Soul Sorcerers, or Celestial patron Warlocks)

A weapon created through the balance of both light and shadow and combined with a splinter from the great world tree Nordrassil, Anathema channels the power of shadow in order to cut down your enemies. A darkwood quarterstaff, it is wrapped in deep purple cloth and topped with two gleaming green gems that pulsate with dark power. Anathema grants you the following benefits:

  • Your spell attack rolls have a +2 bonus.
  • You may change the damage type for any spells you cast to Necrotic.
  • Necrotic damage spells cast from a spell slot deal an additional 1d10 damage.
  • You gain Necrotic resistance.
  • When you cast a levelled that deals necrotic damage you regain a spell slot two levels below the expended spell slot, to a maximum of 5th level slots.

As part of a short or long rest you can change Anathema into Benediction. You instantly attune to Benediction in Anathema's place.

Ancestral Staff of the Darkspear

Weapon (Quarterstaff), Very Rare (Requires attunement)

This crooked quarterstaff has the names and tales of countless generations of Darkspear troll witchdoctors carved into it. Simply running a hand over the markings is enough for you to feel the weight and wisdom of the lives that have carried this staff before you. While wielding this staff all friendly creatures in a 30' radius of you, including yourself, gain +10' to their movement speeds and +2 to Initiative rolls. The staff has 7 charges, and you can use your action to expend them on either of the following features:

  • Cast Haste on up to two creatures of your choice, as if the spell had been subject to the Twinned metamagic. Costs 2 charges.
  • Summon two Troll Berserkers to fight for you for 1 minute. The troll berserkers act on your initiative and you may command them verbally as a bonus action. If they are reduced to 0hp, they instantly vanish. You must concentrate on this summon as if it were a spell. Costs 3 charges.

Troll Berserker

Medium Humanoid (Troll), Neutral


  • Armor Class 13 (hide armour)
  • Hit Points 67 (9d8+27)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Senses passive Perception 10
  • Languages Common, Zandali

Reckless Attack. All attacks the Berseker makes have advantage. All attacks against the Berseker have advantage.

Troll Regeneration. The troll regains 5 Hit Points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn.

Actions

Multiattack. Troll Berserkers make two attacks with either their Battleaxes or their Javelins. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3)

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120ft., one target. Hit: 6 (1d6 + 3)

The staff regains 1d4+1 charges at dawn.

Ashjre'thul, Crossbow of Smiting

Weapon (Heavy Crossbow), Very Rare (Requires Attunement by a Paladin)

Devised and created in the laboratories of Neltharion, this heavy crossbow +3 bears markings of draconic craftsmanship. Originally intended for those who swore allergiance to the black dragon, this weapon now serves a different purpose, though it continues to resonate with Oath magic. Unlike normal ranged weapons you can use your Divine Smite, Improved Divine Smite, and Smite Spells with weapon attacks from this crossbow while you are attuned to it. As with melee attacks, you can decide to use your Divine Smite feature or not after your attack hits, rather than before. Ashjre'thul generates its own ammunition and does not need to be reloaded.

Ashkandi, Greatsword of the Brotherhood

Weapon (Greatsword), Very Rare

This massive two-handed sword has a hilt resembling the intertwined necks and heads of two red dragons, though it was found in the layer of Neltharion. The powers of healing it may have once had have been corrupted in favour of pure power and a razor-sharp edge. On your first successful hit each turn with this Greatsword +3 you deal an additional 4d6 slashing damage.

Benediction

Weapon (Quarterstaff), Very Rare (Requires attunement by a Cleric, Divine Soul Sorcerers, or Celestial patron Warlocks)

A weapon created through the balance of both light and shadow and combined with a splinter from the great world tree Nordrassil, Benediction brings solace to the weak and bathes the needy in the light of heavens. The staff's shaft is plated with gold and accented with bands of red crystal. Atop the staff are two scarlet that pulsate with holy light. Benediction grants you the following benefits while attuned:

  • You may change the damage type of any spells you cast to Radiant.
  • When you cast a Radiant damage spell from a spell slot you also can choose to heal one creature within 30' of you for 1d10 hit points at no action cost.
  • Whenever you heal a creature with a spell roll a d20. On a 20, double the healing dice rolled, as if it had critically healed.
  • You gain Radiant resistance.
  • When you cast a levelled spell that heals hit points (not including the additional healing from Anathema) you regain a spell slow two levels below the expended spell slot, to a maximum of 5th level slots.

As part of a short or long rest you can change Benediction into Anathema. You instantly attune to Anathema in Benediction's place.

Book of the Dead

Wondrous Item, Very Rare (Requires attunement)

This ancient tome is decorated with bones from what looks to be a number of different creatures. The cover and spine are crafted from dried skin, but treated as flexible, and the ink used on the pages appears to be mixed with blood that remains a clear scarlet red even years after its creation. While attuned to this book you gain the following benefits:

  • A +2 bonus to Intelligence (to a maximum of 20).
  • Once per long rest as an action you can cast the Summon Undead spell at 6th level without any material components. You can only summon the Skeletal option.
  • You can cast Speak with Dead at will.

Celestial Orb of Souls

Wondrous Item, Very Rare (Requires attunement)

Though never confirmed, the construction of this gleaming golden orb indicates it is of Titan design. As an action you may raise the orb to the heavens and speak it's command word. In doing so you cast True Resurrection with no material components on up to six creatures of your choice within 60'. Once used the orb cannot be used again for 1 year.

Chained Essence of Eranikus

Wondrous Item, Very Rare (Requires Attunement)

The Chained Essence of Eranikus is a harshly cut emerald green gem in the rough shape of a heart. It is larger than a human heart might be, though still smaller than that of an ancient green dragon. Though it does not seem to physically 'beat' as a heart might do, the swirling clouds inside throb and thrum with the same rhythm of a beating heart, and when you hold it you can feel the barely constrained anger and sorrow of the green dragon Eranikus held within. The Chained Essence of Eranikus holds the following properties:


Unleash Essence. As a bonus action you can hold the chained essence aloft and unleash a wave of its power. You are surrounded by a cloud of acid that affects all creatures you choose within a 15' radius of you, and travels with you, lasting for 1 minute. They must succeed on a constitution saving throw (DC22) or take 4d6 acid damage, or half as much on a successful save. A creature must make the same saving throw or take 4d6 acid damage when it enters the cloud for the first time on a turn or ends its turn there. This feature can be unleashed once, refreshing on a long rest.


Guardian of Nature. All plants and beasts within 60' of you have advantage on saving throws against the Charmed and Frightened conditions. In addition when they make a successful saving throw against one of these conditions they gain 4 temporary hit points.


Speak with Plants and Beasts. While attuned to the Chained Essence of Eranikus you can speak with plants and beasts as if you shared a language.


Ally of Druids. Druid spells cast using the Chained Essence of Eranikus as a focus have +2 to spell attack rolls.


Sentience. Eranikus is a Neutral Good sentient druidic focus, though it can be attuned by non-druids. It has an Intelligence of 20 (+5), Wisdom of 17 (+3) and Charisma of 19 (+4). Eranikus has a darkvision out to 120', blindsight out to 60', a passive perception of 27, and can speak both Common and Draconic, with which he can only communicate with the creature attuned to his chained essence.


Personality. Eranikus is dedicated above all to the protection of the natural world, and will urge its holder to pursue such goals. The once proud dragon has been reduced to a panicked and broken wreck of its former self by being chained inside the gem, however, and will frequently have maddened outbursts of sorrow and rage - directed at is holder, directed at itself, directed at the world - seemingly at random. At times it will beg to be destroyed, to be released, but other times - if it's holder follows the same path that Eranikus did - it will seem satisfied, albeit only briefly. If the creature using this gem takes any action against nature, Eranikus will attempt to wrest control.

Deathcharger's Reins

Wondrous Item, Very Rare

While clutching these darkleather reins you may channel them in a 10 minute ritual to summon Rivendare's Deathcharger. This skeletal steed, the pride and joy of Baron Rivendare, is now under your control. Clad in plate barding adorned with spikes and skulls, this bony beast is a terror to behold on the battlefield, and will no doubt draw significant attention in any civilised area.

You control the mount in combat. While the Deathcharger is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The Deathcharger disappears if it drops to 0 hit points or when you dismiss it as an action. To resummon it you must complete the ritual once more, and doing so restores its hit points to maximum and removes any conditions. While riding your Deathcharger, you can force an attack targeted at the Deathcharger to target you instead. In addition, if the Deathcharger is subjected to an effect that allows it to make a Dexterity save to take only half damage while you are riding it, it takes no damage if it succeeds and half damage if it fails.

Rivendare's Deathcharger will only listen to, and can only be ridden by, the creature that summoned it. Any attempts by other creatures to do so will see it rebel and attack them. As a unique creature, only one of Rivendare's Deathchargers can exist at a time. Should the reins be handed to another, the currently summoned Deathcharger will vanish instantly.

You must complete a long rest after using the reins before being able to use them again.


Rivendare's Deathcharger

Large Undead, unaligned


  • Armor Class 18 (Plate Barding)
  • Hit Points 64(8d10 + 24)
  • Speed 60ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 6 (-2) 15 (+2) 6 (-2)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
  • Senses Darkvision 60', Passive Perception 12
  • Languages One that the rider speaks.

Actions

Unholy Aura. Rivendare's Deathcharger projects an aura of unholy magic. Friendly creatures who start their turn adjacent to the Deathcharger gain +5' to their movement speeds and regain 1 hit point. This lasts until the start of the Deathcarger's next turn.

Dragon's Call

Weapon (Glaive), Very Rare (Requires attunement)

This glaive was originally a gift from the night elves to the green dragonflight, but over the years it has found its way back into mortal hands, now imbued with the spirit of a green dragon who was taken before their time, but still lives inside the weapon to fight on. As an action you can brandish this +3 Glaive in order to call forth the spirit of the dragon within. A green dragon wyrmling appears in a square adjacent to you. This wyrmling rolls its own initiative and can be commanded with a bonus action on your turn. If given no orders it will defend you to the best of its ability. It remains manifested for 10 minutes or until its hit points are reduced to 0. Once you have used this feature you must complete a long rest before being able to use it again.

Embrace of the Wind Serpent

Wondrous Item (Robes), Very Rare (Requires attunement)

Hakkar the Soulflayer's power flows through the threads of this robe with a power that threatens to kill thousands. The clashing colours of red thread accented with turquoise feathers mark it as being that of the Soulflayer, and it instantly catches the eye. While attuned to this robe you can calculature your armour class as 10 + Your Dexterity Modifier + Your Intelligence modifier. In addition, once per long rest you can use your action to attempt to infect a target you can see within 30' with a virulent disease. They must make a successful Constitution saving throw (DC18) or be infected with Corrupted Blood. They roll a new saving throw each minute to purge themselves of the disease. Each round they are infected they take 1 necrotic damage. After each subsequent failed saving throw the damage increases by +1.

If an infected creature is reduced to 0 hit points while infected it dies, and their body immediately explodes in a shower of blood over a 20' radius. All creatures in the area must make a DC18 constitution saving throw or take 6d6 necrotic damage and also become infected with Corrupted Blood. On a successful save, they take half damage and are not infected.

Headmaster's Charge

Weapon (Quarterstaff), Very Rare (Requires Attunement)

The personal weapon of Darkmaster Gandling is fashioned with a splayed ribcage and topped with the horned skull of a long-dead demon. When attuned to this +3 Quarterstaff it offers the following benefits:

  • +2 Wisdom (to a maximum of 20)
  • As a reaction when you take damage you can teleport yourself up to 30', or provoke a constitution saving throw (DC16) against the creature that damaged you. If they fail, you can teleport to any unoccupied square within 30'. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
  • Your spells have a +2 to attack rolls.
  • When you make a successful melee attack with this weapon, you deal an additional 2d4 necrotic damage if the target has temporary hit points.

Ironfoe

Weapon (Warhammer), Very Rare (Requires Attunement)

Crafted by a legendary dwarven smith, this hammer is crafted from a single massive block of dark iron, sculpted to be perfectly balanced. Dwarven ruins run across the surface of the head of this warhammer, their magic quietly pulsing with power. When attuned to this +3 Warhammer if you take the Attack action on your turn you may use your bonus action to make an additional two attacks with Ironfoe. You may use this feature a number of times equal to your proficiency bonus, refreshing on a long rest.

Orgrimmar Battle Standard

Wondrous Item, Very Rare (Requires attunement)

Created and empowered by Orcish shamans, the battle banner of Orgrimmar is meant to be carried only by the Champions of the Horde when they lead the armies to battle. Proudly displayed on this crimson banner is the sigil of the Horde in stark black set against two crossed axes, imposing for all who bear witness to it. This banner need not be carried in hand, and can instead be carried on one's back, attached to armour or clothes. While attuned to this item you gain the following benefits:

  • Friendly creatures who can see the banner gain immunity to the Unconscious condition, fighting even at 0 hit points. They still make death saving throws as normal. They also have advantage on saving throws against the Frightened condition.
  • You gain +2 to your Charisma score (maximum of 20).
  • You can use your action to imbue friendly creatures who can see the banner with bloodlust. Until the start of your next turn, affected creatures have +4 to their strength score (maximum of 24) and when they take the attack action they can attack an additional time. You can do this a number of times equal to your proficiency bonus, refreshing on a long rest.

Quel'delar

Weapon (Longsword), Very Rare (Requires attunement)

Five dragonflights poured their powers into the creation of this weapon which proved a pivotal role in the defense of Silvermoon against the Scourge. Fashioned with elven runes along the blade and a dragon-teeth handguard, the weapon glows with power. While attuned to this Longsword +3 you gain the following benefits:

  • You have advantage on initiative checks.
  • When you attack a creature with Quel'delar, regardless of whether or not you hit, the blade bursts with radiant energy dealing 1d6 radiant damage to all creatures within a 5' radius of your target, other than you.
  • As an an action you may touch another creature with the blade to empower them for 1 minute. While empowered you no longer apply your proficiency bonus to weapon attack rolls, and the empowered creature applies your proficiency bonus to their weapon attack rolls (in addition to their own) instead.

Quel'serrar

Weapon (Longsword), Very Rare (Requires attunement by Fighter or Paladin)

An ancient blade forged by the combined efforst of all five dragonflights and the night elves, this weapon gleams with elven runes that run the length of the sword, each one empowering it. It is considered a sister blade to the Quel'delar - The Quel'serrar was gifted to the night elves, the Quel'delar to the high elves. While attuned to this Longsword +3 you gain the following benefits:

  • +2 to Constitution (maximum of 20)
  • Successfully hitting with the Quel'serrar increases your AC by 1 and grants you 10 temporary hit points until the start of your next turn. This does not stack with itself.
  • You have advantage on any Charisma ability checks while interacting with dragons or dragonkin.

Sul'thraze the Lasher

Weapon (Greatsword), Very Rare (Requires attunement)

The combined might of Jang'thraze and Sang'thraze together make up the mighty Sang'thraze, a weapon that strikes fear into the heart of all who would dare challenge the might of Zul'Farrak. Sang'thraze has 10 charges. Once per turn when you hit with this +3 Greatsword you may expend a charge to deal 2d4+1 necrotic damage. A creature's strength is reduced by half the amount of necrotic damage they take. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Sul'thraze regains 1d4+3 charges at dawn.

As an action you can separate Sul'thraze the Lasher into Jang'thraze the Protector and Sang'thraze the Deflector.

Sulfuron Hammer

Weapon (Maul), Very Rare

Fashioned in the image of Sulfuras, Sulfuron hammers were produced by the most fanatical of Ragnaros' worshippers. These spiked flaming red hammers are crafted entirely from Elementium. This +3 Maul deals an additional 1d6 fire damage on each successful hit. In addition, you can attack with it at range, up to a total of 60'. When you do so it uses your standard melee attack rolls and damage, but all the damage is converted to Fire as you fling fireballs from the burning weapon.

Runeblade of Baron Rivendare

Weapon (Greatsword), Very Rare (Requires attunement)

The cruel blade of Baron Rivendare, ruler of Stratholme in life and undeath both, carries with it a malicious aura. While you are attuned to this +3 Greatsword you gain +5' to all forms of movement and you regain hit points equal to your proficiency bonus at the start of your turns so long as you have at least one hit point and did not take radiant damage since the end of your last turn.

Legendary

Weapons of legend that have gone down in history as making history. Each one is potent in their own right, and creating one could constitute multiple adventures on its own. Wielding one is tantamount to announcing yourself as one of the most powerful creatures across multiple planes of existence.

Atiesh, Greatstaff of the Guardian

Weapon (Quarterstaff), Legendary (Requires attunement by spellcaster)

The Greatstaff of the Guardian is fashioned from clean dark wood. A simple staff, adorned only with a few tassles of cloth and a carved raven as its head, Atiesh's humble appearance belies its immense power. It has been wielded by generations of Guardians, but is best known for being held by the last two. Aegwynn used it in her cataclysmic battle against the Avatar of Sargeras - a conflict which would seed corruption of both the staff and the next guardian, Medivh. The Last Guardian held fast the staff even after his death, carrying it throughout the Third War. After he vanished from Azeroth it was lost for a time, shattered into splinters that were hoarded by the dread lich Kel'Thuzad.

Yet, following their recovery and restoration it has been purified of corruption, and now serves to once again aid those who would protect the world.

When attuned to Atiesh you gain the following benefits:

  • +2 to your Intelligence score (maximum of 22).
  • You may Wildshape (as the druid ability) into a raven at will, and with no limitation on duration.
  • While attuned to Atiesh you can cast the following spells at will (DC19) with no material components: Detect Evil and Good, Commune, Locate Creature, Mirror Image. You may also cast Hold Person, however instead of Humanoids it only works on Fiend-type creatures.
  • While on Azeroth you may use your action to cast Teleport, but only to Karazhan. When you do so there is no chance of error in your destination, even if you have only ever heard of it before.
  • As an action you can make a melee spell attack (+11 to hit) against a creature. If you hit, the creature is affected by the Banishment spell for 1 minute. You do not need to concentrate on this. This can be done a number of times equal to your Intelligence modifier, refreshing on a long rest.
  • All spells that you cast that deal damage deal an additional dice of damage.
  • If you have 5th level spell slots, you gain an additional 3 of these.

Corrupted Ashbringer

Weapon (Greatsword), Legendary

Forged from the heart of a purified Naaru, the Ashbringer was once a weapon of pure Light, bringing righteous fire against the undead scourge. Its blade is almost as tall as a man, leading down into a handguard shaped like the great symbol of Lordaeron, yet despite its size and heft in the hands of a true warrior they can swing it as easily as any other greatsword. When it was wielded by Alexandros Mograine hundreds of the risen dead were turned to dust simply by its presence. Yet a weapon is merely a tool, and it is the hands of the wielder that decides how it is used. Alexandros' son Renault, corrupted by the machinations of the dread lich Kel'Thuzad and the Dreadlord Balnazzar, slew Alexandros with his very own sword. Such a bitter betrayal in the service of evil corrupted the blade, darkening its power and turning its gleaming yellow core to that of a skull gleaming with sickly green death. Even now Alexandros' spirit whispers from within the blade, its morose tones calling for vengeance against the world that turned his son to evil.

  • +4 to your Strength score (maximum of 24) and -2 to your Constitution score.
  • When you hold the blade in hand you hear the whispers of Alexandros, the previous wielder. Though broken, the whispers tell his story and urge the wielder to bring bladed-wrought justice against the world.
  • Each attack with the Corrupted Ashbringer deals an additional 2d6 Necrotic damage. The wielder regains hit points equal to half the necrotic damage dealt.
  • When you hit a creature with the Corrupted Ashbringer you may use your bonus action to create a zone of desecration beneath them in a 5' square. This zone lasts for 1 minute. The first time a creature enters the zone or ends their turn there they take 2d6 necrotic damage. If a creature moves through multiple desecrated zones in one turn, or ends their turn in more than one zone, they only take the damage as if moving through or ending their turn in a single zone.
  • Members of the Scarlet Crusade recognise you as one of their own. Unless you give them a reason to change, all Scarlet Crusaders have a Friendly disposition to you while you carry the Corrupted Ashbringer.

Dragonwrath, Tarecgosa's Rest

Weapon (Quarterstaff), Legendary (Requires attunement by spellcaster)

The blue dragon Tarecgosa was once a dedicated member of the blue dragonflight who worked tirelessly to safeguard arcane magic from misuse. She met an untimely end during the succession conflict to determine who would become the next Aspect of Magic following Malygos' demise, but her story did not end there. Her soul was infused into a branch of Nordrassil tempered in the flames of the Firelands, and blessed by the new Aspect of Magic. Now her arcane powers reside inside the wood, ready to burst forth in the hands of a worth spellcaster. This rough-hewn quarterstaff is adorned with two large dragon horns, curved in the same manner that Tarecgosa's own were, and glows with a projected blue draconic eye. Though her spirit remains inside the weapon, it sits silent - expressing itself through battle, instead of words.

While attuned to Dragonwrath, you gain the following benefits:

  • +2 to your Charisma score (maximum of 22).
  • Whenever you cast a spell that deals damage roll a d10. On a 10, the spell is cast again at the same target/point as the first cast, without expending a spell slot.
  • When you are targeted or affected by a spell roll a d6. If the result of the roll is equal to or higher than the spell slot expended, all of the spell's effects are negated and you gain temporary hit points equal to 3x the level of the spell slot. You may choose to let certain spells affect you without triggering this feature.
  • You may Shapechange (as the spell) into a Young Blue Dragon. You must concentrate on this as normal, but it has an unlimited duration. You must complete a long rest before being able to do so again.

Golad and Tiriosh, Fangs of the Father

Weapon (Daggers), Legendary (Requires attunement by Rogue)

Wrathion had these daggers made for one purpose alone: killing other dragons. Using gems of shadowy power, pure dragonsblood and a fragment of Deathwing's very own elementium armour, these daggers roil with dark energies barely constrained. Their guard and grip both have protruding, constantly flailing tentacles, and at the base of each blade is a gleaming yellow draconic eye, constantly looking back and forth. Though these twin daggers +3 are both individual items, you attune to both as if they were a single item.

While attuned to the Fangs of the Father, you gain the following benefits:

  • +2 to your Dexterity score (maximum of 22).
  • Whenver you make a successful sneak attack you can choose for your sneak attack dice to deal fire or necrotic damage. You deal an additional 2d6 Sneak Attack damage.
  • Regardless of what height you fall or jump from you never take fall damage, and always land on your feet. Spectral black dragon wings that emerge from your back always guarantee your safety.
  • Any damage you deal to dragons with these daggers is increased by half as much.
  • When you land a sneak attack against a target you may choose to mark them. As a bonus action you may teleport to a marked target and have advantage against the next attack you make against them. The mark is permanent, but can be removed with Dispel Magic or Remove Curse. You may only have one creature marked at a time.
  • When you land a sneak attack on a dragon-type creature they must make a DC18 wisdom saving throw or be Frightened of you for 1 minute. They may make a new saving throw at the end of each of their turns to end the effect early.

Lok'delar, Stave of the Ancient Keepers

Weapon (Quarterstaff), Legendary (Requires Attunement by a Ranger)

This quarterstaff was entrusted only to those who have proven their worth to the Ancients in earning its sister weapon, Rhok'delar. Though a simple quarterstaff +3 of wood with little in the way of ornate engravings of craftsmanship, this weapon hides significant power.

While attuned to this weapon you gain the following benefits:

  • +2 to your Wisdom score (maximum of 22).
  • You can use this +3 Quarterstaff as a finesse weapon.
  • You gain resistance against acid and poison damage.
  • All weapon attacks you make critically strike on a roll of 19 or 20.
  • Damaging a creature with this staff expends the highest level spell slot that the target has, if they have any. If they are a Fiend-type creature, they lose two spell slots instead.

Rhok'delar, Longbow of the Ancient Keepers

Weapon (Longbow), Legendary (Requires Attunement by a Ranger)

The ancients of Felwood once tasked a hunter to help purify the land by hunting demons, and in so doing earn the right to use a bow considered unparalleled for thousands of years: Rhok'delar. This +3 Longbow is a glorious construction of ancient wood wrapped in vines and greenery, Rhok'delar empowers those who hold it to feats unheard of.

While attuned to this weapon you gain the following benefits:

  • +2 to your Dexterity score (maximum of 22).
  • You add your strength modifier, in addition to your dexterity modifier, to any damage rolls with Rhok'delar.
  • If you complete a short rest with all your spell slots expended, you may choose to regain all of them. Once you have done so you must complete 1d4+2 long rests before beeing able to do so again.
  • Rhok'delar requires no arrows, instead firing projectiles that are magically generated with each draw of the bow.
  • A successful hit with Rhok'delar reduces the movement speeds of the creature by half, until the end of their next turn. This cannot stack with itself, but can affect multiple creatures at once.

Shadowmourne

Weapon (Greataxe), Legendary (Requires attunement by Fighter, Barbarian, or Paladin)

Crafted by the Knights of the Ebon Blade, this +3 Greataxe was the answer they devised to the wicked runeblade Frostmourne. Shadowmourne is born of both sacred and corrupt powers, hosting dead souls just as Frostmourne does. Steeped in the black blood of an Old God, forged with fragments of the Frozen Throne, and imbued with the power of the Scourge's mightiest champions, Shadowmourne is a runeblade almots without peer. Some whisper its creation is a myth, impossible, while others believe that such a weapon will bring only horror to the land in the same way Frostmourne did.

When attuned to this weapon, you gain the following benefits:

  • +2 Strength (to a maximum of 22).
  • Attacks with Shadowmourne deal an additional 2d12 necrotic damage on each hit. If you reduce a creature to 0HP with Shadowmourne you may choose to absorb their soul into the weapon, killing them immediately and preventing resurrection so long as Shadowmourne remains intact. When you do so, you gain hit points equal to the enemy's number of hit dice.
  • When you damage a creature with Shadowmourne you shave off a fragment of the target's soul, granting you a soul fragment. Once you have acquired 10 soul fragments, their power is unleashed and you unleash a wave of energy dealing 3d8 necrotic damage to all enemy creatures within 10' of you. Your Strength score is set to 30 for the next two rounds. You lose all amassed soul fragments on completion of a short or long rest.
  • As an action while wielding Shadowmourne you can create a zone of anti-magic with a 15' radius centred on your current square. All creatures - friend a foe alike - take half damage from spells and other magical effects while in the anti-magic zone. This lasts for 1 minute, and can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Sulfuras, Hand of the Firelord

Weapon (Maul), Legendary (Requires attunement)

Composed of flaming red elementium and etched with deep primordial runes of fire, the patterns that weave across the Sulfuras's head shift and writhe like flowing lava. The collossal greathammer of Ragnaros is far larger than any mortal could ever hope to wield, and nor would Ragnaros ever let it leave his grasp. Yet some of Ragnaros' fanatical followers devised an alternate solution, the results of which are laid plain before you: By combining a Sulfuron Hammer, already forged in the image of Sulfuras, with an eye of the Firelord himself, they might siphon Sulfuras' power into a weapon that they too could bring to bear. Yet, Ragnaros would never willingly part with one of his eyes, and so the only truth can be that the weapon before you was forged in Ragnaros' death - temporary or otherwise.

While attuned to this +3 Maul you gain the following benefits:

  • +2 Strength (to a maximum of 22).
  • Attacks with Sulfuras deal an additional 2d6 fire damage on each hit. If you reduce a creature to 0HP their body is engulfed with flames and they are burned to ash, dying immediately.
  • When drawn, Sulfuras surrounds you with a fiery aura. Creatures who end their turn within 5' of you take 1d6 fire damage, and creatures who strike you with a melee attack take 2d6 fire damage.
  • You gain immunity to all fire damage.
  • The flaming light from Sulfuras sheds bright light out to 60', and dim light a further 60' beyond that.
  • You can attack with Sulfuras at range, up to a total of 60'. When you do so it uses your standard melee attack rolls and damage, but all the damage is converted to Fire as you fling fireballs from the burning weapon.

Thori'dal, the Stars' Fury

Weapon (Longbow), Legendary (Requires Attunement)

The energy of the Sunwell courses through this +3 Longbow no matter how far from it the bow is - across time, space and planes, the font of power that sustains the Blood Elves flows into this most prized weapon. It's true origins are lost to time, but the most popular theorem is that it is a gift from the Sunwell itself, some manifestation of primordial will from the magic within the well to aid those who protect it.

When attuned to this weapon, you gain the following benefits:

  • +2 to Dexterity (Maximum of 22).
  • Thori'dal does not require ammunition, instead generating its own made of pure force. All damage Thori'dal deals is Force damage. If an arrow is drawn with the bow (such as a +3 Arrow), Thori'dal converts all damage the arrow deals to Force, and otherwise fires it as normal.
  • When you make an attack, but before you make the attack roll, you may declare that the arrow fired is an Arrow of Slaying keyed to the target creature. If it hits, the target must succeed on a DC17 constitution saving throw otaking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one, along with the normal damage from your shot. You must complete a long rest before Thori'dal can generate another Arrow of Slaying in this way.

Thunderfury, Blessed Blade of the Windseeker

Weapon (Longsword), Legendary (Requires Attunement)

Originally Thunderfury was a weapon used by Prince Thunderaan, but when the Prince was defeated and imprisoned by Ragnaros, the weapon was lost and assumed destroyed forever. Adventurers who located Thunderaan's separated prison were able to combine his lingering essence with prized arcane crystals, enchanted elementium and cores of pure flame in order to forge a new Thunderfury - one better suited for mortal hands. The weapon carries with a split blade, with two separated edges holding a gap between them. At the base of the blades is the thundering spirit of Thunderaan himself, constantly crackling with electricity that charges up between the two blades and threatens to shock anyone who comes close, nevermind holds the weapon themselves.

When attuned to Thunderaan, you gain the following benefits:

  • +2 to Dexterity (Maximum of 22).
  • This longsword has the Finesse property.
  • You deal an additional 1d6 lightning damage on each hit with Thunderfury.
  • You gain resistance to Fire, Lightning, and Thunder damage.
  • When you hit with Thunderfury you can choose to unleash a Chain Lightning on the target of the attack, with a DC of 19. You may do so a number of times equal to your proficiency bonus, refreshing on a long rest. The first target hit by the Chain Lightning can only take one attack on their next turn if they fail the saving throw, regardless of any Extra Attack or Multiattack features they have.

Val'anyr, Hammer of Ancient Kings

Weapon (Mace), Legendary (Requires Attunement by a Spellcaster)

Val'anyr was originally created by the titans themselves, a gift - and tool - granted to the first Earthen king. Using Val'anyr's power the king was able to create and breathe life into his brethren. Its power to grant life and heal others was legendary, until it was lost during a schism between the Earthen and Iron dwarves. When drawn, this mace crackles with energy and seems to come apart, held together by beams of light rather than anything tangible.

When attuned to this +1 mace, you gain the following benefits:

  • +2 to one of: Intelligence, Wisdom, or Charisma (to a maximum of 22), whch you decide when you attune to the hammer.
  • Any spell that restores hit points can be cast from a spell slot two levels lower than normal (minimum 1), with no change in efficacy.
  • Whenever you heal a creature with a spell they gain temporary hit points equal to the amount of damage healed.
  • You may cast the Awaken spell at will without any material components, except targetting Constructs instead of Beasts or Plants.
  • Whenever you heal a creature with a spell roll a d20. On a 20, double the healing dice rolled, as if it had critically healed.

Warglaives of Azzinoth

Weapon (Warglaive) Legendary, (Requires Attunement)

Warglaives are used in a number of cultures across Azeroth and beyond, but the most prominent are the Warglaives of Azzinoth. Originally owned by the demon of the same name, they were claimed by Illidan the Betrayer when he slew the demon and took the weapons as his own, training himself to use them as deadly weapons. Akin to two long blades attached to a central shield, the warglaives pulse with demonic power - but demonic power that has long since been tuned to turn itself against demons. Warglaives are martial weapons that deal 1d8 slashing damage and have both the Finesse and Light properties. Attuning to both Warglaives of Azzinoth, as they come in a pair, is necessary, but both Warglaives together only take a single attunement slot.

While attuned to the Warglaives you gain the following benefits:

  • +2 Dexterity (to a maximum of 22).
  • While both Warglaives are in hand, you gain the effects of the Fire Shield spell (Warm) which cannot be dispelled.
  • Any attacks you make with the Warglaives have advantage against any Fiend-type creatures.
  • An attack with the Warglaive deals an additional 1d8 fire damage.
  • If you critically strike with a Warglaive, you gain the effects of the Haste spell until the end of your next turn, but do not suffer from the lethargy from this ending on you.

Artifact

Beyond even Legendary items are artifacts. While Legendary item acqusition may become the subject of multiple adventures, merely owning an artifact itself will set adventures before you.

Ashbringer (Purified)

Weapon (Greatsword), Artifact, Requires Attunement by a Paladin

After its corruption by the hands of the traitorous, and misguided, Renault Mograine it was thought that the great weapon would remain forever darkened. In the hands of the now-undead Darion Mograine the Corrupted Ashbringer brought terror to the defenders of the Light. But a moment of intervention on sacred ground and an act of pure love returned the blade to its original shining glory. In the hands of any paladin this weapon exists to mete out justice, to rid the world of the undead, to protect the innocent and restore the peace. The Ashbringer is a weapon which exists as the ultimate end to the undead Scourge, and its powers reflect this.

The Ashbringer has the following features:


Artifact Properties. The Ashbringer has two minor and two major beneficial artifact properties.


Might of the Ashbringer. You gain +4 to your strength score (to a maximum of 24) and +2 to all other ability scores (to a maximum of 22).


Crusader's Strike. Each attack with the Ashbringer deals an additional 3d6 radiant damage.


Purifying Aura. While you hold Ashbringer all undead-type creatures, friend or foe, that start their turn or move within 30' of you take 2d6 radiant damage.


Echo of the Highlord. If you roll a critical strike while using a Smite spell, the spell effect triggers twice.


Divine Storm. When you hit with a Smite spell or Divine Smite against a creature, you can choose to deal half as much damage to another creature within 15' of your original target.


Legendary Presence. You have advantage on all Charisma ability checks.

Axe of Cenarius

Weapon (Greataxe), Artifact, requires attunement by a Fighter or Ranger

This great axe was forged by the demigod Cenarius and the great druid Malfurion Stormrage specifically for the orc Broxigar. Imbued with the pure power of nature and connected to the very land itself, when wielded by a worthy warrior the great weapon is light as a feather, but stronger than any metal axe despite being made of carved wood. Broxigar lost the axe when he died into a portal to Argus, wounding the great dark titan Sargeras, and losing his life in the process. Somehow it found its way back to Azeroth, and was eeventually gifted to Broxigar's niece Thura, who was thought to carry it ever since.

The Axe of Cenarius has the following properties:


Artifact Properties. The Axe of Cenarius has two minor and two major beneficial artifact properties.


Might of Cenarius. You gain +4 to your strength, dexterity and constitution scores (to a maximum of 24).


One Against Many. You gain +1 AC for each hostile creature you are adjacent to.


Heroic Leap. By expending 30ft of your movement you can leap to a point you can see within 60ft, without requiring a running start. When you land, you impact the ground, dealing 2d8 bludgeoning damage to all creatures and objects within a 5ft radius. You negate any fall damage that you might suffer as a result of this leap.


Perfectly Balanced. Despite being a Greataxe this weapon can be wielded in one hand instead of two. If you do wield it in two you add your proficiency bonus to its damage rolls.


Cleave. When you hit a creature with the Axe of Cenarius, you automatically strike any creatures you choose that are adjacent to that creature, dealing the same weapon damage as your initial target.


Blessed by Nature. While attuned to this weapon you gain immunity to poison and acid damage, and the poisoned condition. Druids and natural creatures such as dryads treat you as a friend while you carry this axe, unless given reason not to.

Frostmourne

Weapon (Longsword), Artifact, Requires Attunement

Frostmourne is without a doubt the most infamous weapon to 'grace' Azeroth with its presence. A wicked blade of coldest steel, its jagged edge, elegantly scribed runes and skull-inset hilt paint a terrifyingly simple picture of a weapon that has caused indescribable harm and destruction. Originally forged by the Burning Legion as a companion piece to the Lich King's Helm of Domination, Frostmourne was left in suspension in Northrend until the intended wielder - Prince Arthas - came to claim it. From there he was lead down a most terrible path that would see him destroy everything he once held dear, all the while wielding a blade that had already claimed his soul from the very beginning.

Once Arthas ascended to become the new Lich King and take his place as head of the world-threatening undead Scourge, the blade never left his side, and all who thought to fight against him found themselves on the end of its runic magic and soulsucking powers. If they were lucky, they would die quickly. If they were unlucky, they would find themselves trapped inside the blade to be tormented. And those who truly lost were those he chose to reanimate, to grant a small sliver of their soul back so that they might watch him desecrate the world as his unwilling but utterly unable to resist puppet.

Frostmourne has the following features:


Artifact Properties. Frostmourne has two minor and two major beneficial artifact properties.


Improved Critical Hits. You critically strike on an attack roll of 19 or 20.


Power of the Lich King. You gain +2 to all ability scores, to a maximum of 22.


Soul Reap. Each attack with the blade deals an additional 6d6 in necrotic damage that cannot be resisted or mitigated in any way. The wielder heals for an amount equal to the necrotic damage dealt. If Frostmourne reduces a creature to 0 hit points it absorbs their soul into the blade, granting the wielder temporary hit points equal to the creature's number of hit dice, and preventing resurrection so long as the blade remains intact.


Soul Sow. You may spend an action to return a soul inside Frostmourne into its original body, restoring it to life. It retains its original statistics, except it becomes Undead, no longer needs to breathe, eat, or sleep, becomes Immune to Poison and the Poisoned condition. It also must obey every command you issue it without question. You may command these creatures telepathically so long as they are on the same plane of existence. It may make a DC25 Charisma saving throw to break this control permanently at the end of each long rest. You are aware of a creature's identity and location that successfully breaks the control. As an action, you may claim a previously held soul back into Frostmourne so long as it is still under your control, re-killing the animated undead with a single touch of the blade.


Extra Attack. When you take the Attack action you may make an additional attack with this weapon. This stacks with any other sources of Extra Attack you have received from class features.


Whispers of the Lich King. While wielding Frostmourne the Lich King whispers through the blade, urging you to commit acts of murder and terror and embrace your true power.


Spellcasting. While wielding Frostmourne you may cast Dominate Monster at 9th level, without requiring Concentration, at will, but you can only target Undead-type creatures. The saving throw DC for this is 20. You may also cast Animate Dead at 9th level a number of times equal to your proficiency bonus, refreshing on a long rest. Finally, you may cast Finger of Death (DC20) a number of times equal to your proficiency bonus, refreshing on a long rest.


Cursed. Each day a creature remains attuned to Frostmourne they move closer to the dark. A creature attuned to the blade will not part with it willingly under any circumstance. At dawn of each day when they are attuned to the blade they must make a Wisdom Saving throw (DC12, +1 for each day they remain attuned). If they fail, their alignment moves one step closer to Evil. If they fail the saving throw while Evil, their soul is absorbed into Frostmourne itself, essentially turning it into a sentient weapon (with the Intelligence, Wisdom, and Charisma of the creature) that still uses its original body as a tool. The wielder is unlikely to even be aware of this happening. Should you die while your soul is inside Frostmourne you cannot be resurrected under any circumstances, including True Resurrection or Wish.

Breaking the curse cannot be done with a simple cast of Remove Curse, and instead the dungeon master is encouraged to find a suitable adventure hook if a player wishes to be rid of Frostmourne.

Horn of Cenarius

Wondrous Item, Artifact (Requires Attunement by Druid, Ranger, or Nature Cleric)

Originally gifted to the druids of the night elf people by the great demigod Cenarius, this grand horn was used to awaken the slumbering druids from the rest within the Emerald Dream when the Scourge threatened all of Azeroth. It isn't clear if this enormous horn was crafted from Cenarius' own horns, but even now the it still bears aspects of the demigod's power. The item is large enough that anyone hoping to carry it must do so in two hands.

The Horn of Cenarius has the following features:


Artifact Properties. The Horn of the Cenarius has two minor and two major beneficial artifact properties.


Body and Mind. You gain +2 bonus to all ability scores, to a maximum 22.


Cloak of the Night. While outdoors at night you gains resistance to Fire and Cold damage, and roll with advantage on all saving throws against spells and magical effects.


Call of the Spirits. As an action you may blow the horn to summon down the wrath of Cenarius' mother Elune, Goddess of the Moon. This may not be done to aid in the destruction of nature, only to attack those who are abusing the land or its indigenous creatures. Once blown, immense silvery stars rain down upon a site designated by the bearer that they can see. All creatures and structures that the bearer wishes to target suffer 15d6 radiant damage that bypasses resistance and immunities. A successful constitution saving throw reduces the damage by half. This persists for 1d4 rounds, the damage occurring at the end of your turns. The damage cannot affect the landscape, natural plant, the bearer of the Horn, or their allies.

Once you have used this feature you cannot do so for one week.


Heart of the Scout. While attuned to the Horn the bearer gains 2d6 in Sneak Attack dice, as the rogue feature. They also gain proficiency in the Nature and Survival skills if they did not already have it, and apply their proficiency bonus twice for ability checks using these skills.


Lore of the Wild. The bearer of the Horn always rolls a 20 on Survival and Nature ability checks.


Speed of the Wind. The bearer's walking speed is increased by 30ft.


Strength of Soul. The bearer's maximum hit points are increased by 30 points and they regenerate 1 points every 10 minutes.

Orb of Shadows

Wondrous Item, Artifact (Requires Attunement by a Spellcaster)

The Orb of Shadows was once carried by Gul'dan, the infamous orc warlock who brought doom to Azeroth by allying with the Burning Legion. Already potent on its own, the Orb continued to absorb dark magics as he carried it with him. It was eventually lost on the Broken Isles where Gul'dan met his untimely end. With the death of its master the orb was broken up into small fragments, which were eventually collected by the Warden Maiev Shadowsong so that she could use it in her quest to execute the Betrayer. It isn't known if the Orb pushed her toward vengeance, or if she always held such feelings, but either way her mad quest eventually lead her to Outland and the Orb was lost once more.

Unlike other artifacts, the Orb of Shadow is broken into 10 fragments, each one jagged and harsh. When fully assembled the orb is a solid black globe that fits comfortably in the hand, though it is surprisingly heavy. The completed orb glows with a faint violet light, but its individual pieces are non-luminous.

When two fragments of the orb are touched together they immediately fue into a single piece, and any seams disappear as if they had never been separate. Each fragment carries the same ability as another, but as more and more fragments are collected the orb grows in power. Each stage of additional fragments also holds the powers from the previous stages.


1 Fragment. The smallest piece of the Orb of Shadows is but a phantom of its former power. Regardless, while attuned to it you gain +1 to all spell attack rolls.


2 Fragments. When you bring two fragments together the orb's power grows. While attuned you gain darkvision out to 120' which can see through magical darkness, and the orb gains one minor beneficial artifact property.


3 Fragments. While carrying three fragments together your form seems to darken. You have advantage on any Stealth checks even when there's no cover, so long as you are in dim light or darkness (even from those who possess darkvision).


4 Fragments. The fourth fragment grants you +1 AC and gains one major beneficial artifact property. You can also see through thick clouds and fog as if it were clear air.


5 Fragments. With the fifth fragment you can now cast Levitate at will and you have +1 to all your ability scores (to a maximum of 21).


6 Fragments. By reaching six fragments the bonus to spell attack rolls increases to +2. In addition, you gain Proficiency in the Stealth skill if you did not already have it, and apply your proficiency bonus twice to these rolls. If you could not already Hide as a bonus action, you may now do so. Once per long rest you may use your action to summon a Shadow which will serve you for 1 minute. It rolls its own initiative and can be commanded verbally at no action.


7 Fragments. The seventh fragment increases the AC bonus to +2. You also gain Truesight out to 120', and an additional minor beneficial artifact property.


8 Fragments. No longer are you bound by gravity, you gain a flying speed (hover) equal to your walking speed. You may also cast Dimension Door once per long rest, and your summon shadow ability can be used twice between long rests. It also summons 1d3 Shadows, instead of just one.


9 Fragments. The ninth fragment brings your body closer to the shadow. You now regain a number of hitpoints equal to your level every hour, so long as you have at least 1hp. You also regenerate lost limbs/organs after 1 minute. The ability score bonus increases from +1 to all ability scores to +2 (to a maximum of 22), and finally the artifact gains an additional major beneficial artifact property.


10 Fragments. By bringing all 10 fragments together the Orb of Shadows is complete. When you do so a sphere of magical darkness springs up around the spot in which you combined the last fragments. This has a radius of 50', is permanent, and is treated as being cast from a 9th level spell slot for the purposes of being dispelled by magical light.

The bonuses to your spell attack rolls and AC are increased to +3. You can now summon 1d6 Shadows three times between each long rest. So long as you have at least 1hp you regain 5hp each round. Finally, the Orb gains a third beneficial major artifact property.

Dragon Soul

Wondrous Item, Artifact (Requires Attunement, cannot be attuned by a Dragon)

Neltharion the Earthwarder was once a stalwart defender of Azeroth in his role of Aspect of Earth, but when he fell to madness and became Deathwing all his cunning and intelligence was tainted with the malice of insanity. It was through this lens of madness that he conceived the Dragon Soul, a tool with which he planned to dominate all of dragon and demonkind both. Through duplicitous methods and honeyed words he convinced his fellow Dragon Aspects to dedicate a portion of their power to this amulet, his trusting siblings none-the-wiser as to his true intentions, or the true purpose behind the object that they poured their powers into.

Unfortunately for Neltharion, his hubris became his undoing. The object created offered great power, yes, but had also become deadly to dragonkind. When channeling the Aspect's powers through it, the energy rent his flesh and scales asunder, causing deep gashes that pulsed with molten blood in a never ending tide. He was forced to graft thick adamantium plates to hold his form together, lest he risk total destruction.

For a time the Dragon Soul was lost, but re-emerged in the possession of the Orcish Horde during the Second War, offering them power and control over Alexstrasza's red dragonflight, though in truth they were themselves merely pawns in yet another of Deathwing's schemes.


Artifact Properties. The Dragon Soul has two minor and two major beneficial artifact properties.


Anathema to Dragons. Those who hold the Dragon Soul are guarded from the power of dragons. A dragon cannot, under any circumstances, willingly attack the Dragon Soul. All attacks against you made by dragons have disadvantage, and you have advantage on all saving throws from spells or effects that dragons bring against you. If you succeed on a saving throw against a dragon's breath, you take no damage, instead of half. In addition, you have advantage on all Charisma ability checks when dealing with dragon-type creatures.


Essence of the Aspects. While attuned to the Dragon Soul you gain resistance to Force, Radiant, Poison, and Thunder damage, and Immunity to fire damage. You also cannot be magically aged and stop ageing.


Draconic Body. While attuned to the Dragon Soul, you body gains strength and the magical sight of dragons. You gain a +2 bonus to your strength, constitution, intelligence and charisma scores, to a maximum of 22. You also gain Darkvision out to 60ft (or your existing darkvision is extended by 60ft) and Truesight out to 60ft.


Draconic Spirits. After casting three spells that consume spellslots, a Summoned Draconic Spirit (as the spell) appears to serve you, as if cast from a 6th level spellslot. This does not require Concentration on your part and lasts for the full duration or until killed. You may only have one such spirit active at any one time.


Draconic Domination. At will you can cast the Dominate Monster spell with a permanent duration, with a DC of 22, but you can only target Dragon and Fiend type creatures with this. It does not require your Concentration, but each attempted Domination beyond your first allows all currently dominated creatures a new saving throw to end the effect on them. If the target creature is immune to the charmed condition, this ability bypasses that immunity. All dominated creatures are released from their domination if you die or are no longer attuned to the Dragon Soul.


Destructive Burst. As an action you can unleash the magic of the Dragon Soul in a burst of radiant power. This is ranged spell attack with a +11 modifier, a range of 120ft, and deals 6d8 radiant damage. You may choose to expend a spell slot to enhance the beam, adding an additional 3d8 damage for a 1st level spell slot, and an additional 1d8 for each spell level above 1st. You must choose to expend the slot before making the attack roll.


Aspect's Breath. If you have a breath weapon its damage is increased by an additional two damage dice and you can choose what damage type it deals from Fire, Force, Radiant, Poison, and Thunder damage. Regardless of what damage type you choose, your damage ignores Resistance to damage and treats Immunity as if it were Resistance.

Item Sets

Item sets are special groups of magic items with. Unlike normal magic items, you can attune up to three different pieces of a single item set into a single attunement slot of a character, and you get additional boons for having multiple items attuned as detailed in the item sets below. A creature can therefore attune up to 9 total item set pieces to fill all 3 of their normal attunement slots.

For the purpose of an Artificer's Soul of Artifice feature, they count the attunement slots used, rather than the individual items.

If an item set requires armour proficiency, then attuning to any piece counts as wearing that type of armour for the sake of proficiency and disadvantages - for example attuning to the Deathbone Gauntlets would count as wearing heavy armour, even though they do not change your armour class calculations.

The Postmaster

Rare Item Set

This set of clothes was originally the uniform for postal officials operating in the now-ruined city of Stratholme. Featuring heavy duty trousers, a stylish blue tunic, comfortable and sturdy shoes and a red-band ring, the Postmaster's uniform guarantees that you get where you need to be fast and safe, come rain or shine.

The bonuses for each item of the Postmaster's set are as follows:

Postmaster's Tunic. You add your proficiency bonus to Initiative checks. If you already did so, you add it twice.

Postmaster's Treads. You gain +1 to Wisdom (Maximum increased by +1). You add your Intelligence modifier to Perception and Insight checks (if positive).

Postmaster's Trousers. You gain +1 to Wisdom (Maximum increased by +1). You may cast Prestidigitation, Thaumaturgy, and Control Flames at will. You choose the casting ability score for these from Intelligence, Wisdom or Charisma.

Postmaster's Ring. You gain +1 to all saving throws.

Postmaster's Gloves. You are immune to being Disarmed and have advantage on all ability checks to avoid being grappled or shoved.

Postmaster's Belt. The pockets on this function as a Bag of Holding while you are attuned to it. You can retrieve any item as an Object Interaction.

Set Bonus
Items Attuned Bonus
2 Your armour class is increased by 1 and you have a +5ft bonus to your movement speeds.
5 You gain immunity to damaging effects from natural weather hazards, you gain resistance to damage from all beast type creatures, and fire and cold damage. Finally, you can take the Dash action at no action cost on your turn

Arcanist Regalia

Very Rare Item Set, Requires attunement by a Spellcaster

The enchanted clothes were originally crafted by the Kirin Tor of Dalaran and granted to master mages who were considered the most elite. With the destruction of Dalaran during the Third War many sets of the Arcanist Regalia were lost or scattered to the four winds. Crafted from the finest deep purple and blue silks, accented with gold thread and studded with gleaming gems of power, these items truly distinguish one as being worthy of holding the title of 'Archmage'.

Arcanist Belt. The save DC and spell attack rolls on spells you cast that deal damage are increased by 1. This does not stack with any other items that increase your spell save DCs.

Arcanist Bracers. Reducing a creature to 0 hit points let you cast Magic Missile at 1st level as a bonus action, bypassing the normal rules regarding levelled spells and bonus actions. This lasts until the end of your next turn.

Arcanist Boots. You may cast Freedom of Movement and Blink once each per long rest without expending a spell slot.

Arcanist Crown. You gain +1 to one spellcasting ability score of your choice (Maximum increased by +1). You may cast Detect Magic at will.

Arcanist Gloves. Whenever you expend a spell slot of 3rd level or lower roll a d10. On a 10, you do not expend the spell slot but cast the spell as normal.

Arcanist Leggings. When a creature critically hits you roll a 1d4. On a 4, the attack misses instead of hitting you.

Arcanist Mantle. You gain +1 to one spellcasting ability score of your choice (Maximum increased by +1). You may cast the See Invisibility spell once per long rest without expending a spell slot.

Arcanist Robes. When a creature reduces you to half hit points they must succeed on a Constitution saving throw against your spell save DC or be Paralyzed in ice until the end of their next turn.

Arcanist Ring. You gain +1 to all saving throws.

Set Bonus
Items Attuned Bonus
2 Your armour class is increased by 1 and you gain a bonus to concentration saves equal to half the number of Arcanist items you are attuned to.
5 You reduce all damage taken from spells and magical effects by an amount equal to half the number of Arcanist items you are attuned to. When you cast a spell from a spell slot you generates one Mirror Image, as the spell for 1 minute. This does not stack with itself.
8 The size/length/radius of your damaging spells that target an area are doubled. When concentrating on a spell of 2nd lever or lower this cannot be broken by damage.

Blackened Defias Leather

Rare Item Set, Requires Light Armour Proficiency

The Defias Brotherhood by its nature operates in the shadows. It's forced to do so, in order to escape the actions of Stormwind's almost adequate guard force. While many of the Defias are little more than poorly trained civilians who see the Defias as the only path towards freedom from oppression, the Brotherhood does have a number of highly trained operatives, including defectors from Stormwind Intelligence. Once suitably vetted, the assassins of the Defias are often outfitted with this set of black leather - though they retain the crimson red facemask - and set to work in picking out key targets.

Defias Facemask. You gain +1 to all saving throws. When you make an Intimidate check you made add your Constitution modifier to the roll in addition to your Charisma modifier.

Defias Armour. This is a set of Studded Leather +1.

Defias Boots. You gain +1 to Dexterity (Maximum increased by +1).

Defias Gloves. You gain +1 to Dexterity (Maximum increased by +1).

Defias Leggings. While below half health you are immune to damage from Opportunity Attacks and critically hit on an attack roll of 19-20.

Defias Belt. Once per long rest if you see a creature you can choose to mark them with the magic from this belt as an action. Until you complete a long rest you intuitively know the location of that creature so long as they remain on the same plane as you.

Set Bonus
Items Attuned Bonus
2 You gain +1 to your armour class and have Advantage on any Stealth checks to make to Hide.
5 When you attack with daggers, they have +1 to attack and damage rolls, which stacks with any other magical enhancements from the daggers themselves. In addition when you are reduced to half health the armour generates and drops a smoke bomb, creating a thick cloud of opaque fog with a 10' radius originating in your current square. This fog lasts for 1 minute unless blown away by a strong wind.

Grasp of the Fang

Rare Item Set, Requires Light Armour Proficiency

These pieces were held by the Druids of the Fang of the Wailing Caverns. Their striking purple accented with yellow immediately stands out as both visually novel and offputting, innately dangerous, as one might perceive a venomous snake. Infused with druidic magic, these magical objects might still be put to use for positive purposes, rather than their original intended goals.

Stinging Viper. This necklace appears as a small thin snake that sinks its fangs into your skin. Your weapon and cantrip spell attacks deal an additional 1d4 poison damage on a successful hit.

Armour of the Fang. This is a set of Studded Leather +1.

Boots of the Fang. You gain +1 to Wisdom (Maximum increased by +1).

Gloves of the Fang. You gain +1 to Wisdom (Maximum increased by +1).

Leggings of the Fang. As a bonus action on your turn, you can Wild Shape (as the druid ability) into either a Poisonous Snake or a Constrictor Snake for 2 hours. This can be used twice, refreshing on a long rest. Damage you deal in these forms is magical.

Belt of the Fang. When you cast a spell that deals poison damage, you bypass a creature's Resistance to the damage, and you treat Immunity to the damage as if it were Resistance.

Set Bonus
Items Attuned Bonus
2 You gain resistance to poison damage. While wildshaped into the snake forms from your Leggings, your forms gain additional hit dice equal to your proficiency bonus, and add your wisdom modifier to their armour class, attack rolls, damage rolls, and save DCs.
5 You gain immunity to poison damage and the poisoned condition. All snakes or other serpentine creatures instinctively view you as Friendly unless you do something to change their attitude towards you.

Shadowcraft Armour

Very Rare Item Set, Requires Light Armour Proficiency

Commissioned for the master assassins of Ravenholdt and worn by its most elite agents, this collection of dark-leather pieces strikes fear into the heart of anyone who has cause to end up on the pointed edge of the blade. Its subdued colours seem to catch light and absorb it, making it appear shadowed even in direct sunlight.

Shadowcraft Belt. You can poison one weapon or three pieces of ammunition as an object interaction on your turn.

Shadowcraft Boots. Your walking speed is increased by 10', and you gain a climb speed equal to your walking speed.

Shadowcraft Bracers. When you use your bonus action to deliver a dual wielding attack, you add your ability score modifier to the damage. If you already have the Two Weapon Fighting style, you add it twice.

Shadowcraft Cap. You gain Darkvision out to 60'. If you already had darkvision from another source, its range is increased by 60' instead.

Shadowcraft Gloves. When you successfully critically strike with a weapon attack the target bleeds (assuming they have blood) for 1d4 slashing damage at the end of each of their turns for 1 minute. This can be negated with a DC15 Medicine check or any magical healing.

Shadowcraft Mantle. You gain +1 to Dexterity (Maximum increased by +1). When you would take fall damage, you must fall 20' per 1d6 damage instead of 10'.

Shadowcraft Pants. You gain +1 to Dexterity (Maximum increased by +1). You can stand from prone by only expending 5' of movement instead of half.

Shadowcraft Tunic. This is Studded Leather +2.

Shadowcraft Ring. You gain +1 to all saving throws.

Set Bonus
Items Attuned Bonus
2 Your armour class is increased by 1. While in combat if you successfully Hide from all enemies, gain 2d6 temporary hit points for 1 minute.
5 If you successfully hit with an attack after attacking from being Hidden, you get one extra bonus action or reaction before start of next turn, decided when you land the attack. If you choose Bonus Action they cannot be used on the same action. Your poison damage ignores Resistance and Immunity to that damage.
8 Your Sneak Attack dice are increased by 1d6 (if you didn't have any, you now gain one). Landing a sneak attack reduces enemy AC by 1d4 until start of your next turn. It also penalises the enemy's saving throws by -1 until the start of your next turn.

Chain of the Scarlet Crusade

Rare Item Set, Requires Medium Armour Proficiency

The Scarlet Crusade fought for years against the undead Scourge that infested Lordaeron's land, and to do so they needed armour and weapons. While much of their equipment was repurposed from the old Lordaeron army and Silver Hand armouries, they had their own forges and craftsmen as well, and the Chain of the Scarlet Crusade was one such set of gear, gifted to those of Centurion rank. The Scarlets have faced many a setback over their existence however and many suits of this enchanted armour have been lost and 'claimed' by those who would bring war against the zealots of the Crusade.

Scarlet Belt. You always know the location of any Undead creatures within 100' of you, which pierces through any disguise, illusion magic or walls.

Scarlet Boots. When you attack you can choose to lower up to 3 points of your armour class to gain an equivalent bonus to your attack and damage rolls, until the start of your next turn.

Scarlet Chestpiece. This is a suit of Half-Plate +1.

Scarlet Gauntlets. You have Advantage on saving throws against being Frightened or Charmed. While below half health you are Immune to these conditions.

Scarlet Leggings. You gain +1 to Constitution. (Maximum increased by +1). After you take damage, you can use your Reaction to regain hit points equal to half the damage you took.

Scarlet Wristguards. You gain +1 to Constitution. (Maximum increased by +1). You have +1 to all saving throws.

Set Bonus
Items Attuned Bonus
2 You have +1 to AC and resistance to Necrotic damage.
5 You have resistance to all damage dealt by Undead-type creatures and you have advantage on all weapon attacks against Undead-type creatures. In addition, you deal 1d4 radiant damage on all weapon attacks.

Beaststalker Armour

Very Rare Item Set, Requires Medium Armour Proficiency

Armour such as this was seen frequently among the orcs best hunters, and usually made by the individuals to be custom tailored to their specific tastes and preferences. Once the disparate clans were organised into the first Orcish Horde, some standardisation took place in its boons to ensure that there was similar performance expected from those on the battlefield - but appearance wise the clans were still always vividly represented in their individuality. As mishmash of leathers and iron plates, this armour is frequently accented with furs and a large headdress crafted from the head of the strongest creature that the hunter had personally killed.

Beaststalker's Belt. While you or the creature you target with a weapon or damaging cantrip are flying, you have +1 to attack rolls.

Beaststalker's Bracers. You can cast Faerie Fire (DC18), Fog Cloud and Invisibility once per long rest each.

Beaststalker's Boots. You gain +1 to Constitution. (Maximum increased by +1). You have advantage on stealth checks to Hide from beasts, plants and monstrosities.

Beaststalker's Cap. You have advantage on any perception checks to notice or spot creatures and blindsight out to 10'.

Beaststalker's Gloves. Once per long rest you can use your action to Turn Undead (as the Cleric ability, DC18) except targeting Beasts, Plants, and Monstrosities, instead of Undead.

Beaststalker's Mantle. You can use your bonus action to fly for a number of minutes equal to your character level, split up into one minute intervals as you wish, refreshing on a long rest. While you are flying from this effect damage you take from bludgeoning, piercing, and slashing damage is reduced by 3.

Beaststalker's Pants. You gain +1 to Constitution. (Maximum increased by +1). Your walking speed is increased by 5'.

Beaststalker's Chestpiece. This is a set of Half-Plate +2. You do not have disadvantage on Stealth checks from wearing this armour.

Beaststalker's Ring. You have +1 to all saving throws.

Set Bonus
Items Attuned Bonus
2 You have +1 to your armour class and can cast Pass Without Trace once per long rest without expending a spell slot.
5 The normal/long range on all ranged weapons you wield and spells you cast is doubled. When you land a critical hit you regain either a 1st or 2nd level spell slot or 10 hit points (your choice).
8 When you hit with a weapon attack or damaging cantrip the target's movement speeds are reduced by 10ft until the end of their next turn. This does not stack with itself. It also marks the target, granting your allies +1d4 to their attack rolls against that creature until the end of that creature's next turn. You may only have one creature marked in this manner.

Deathbone Guardian

Rare Item Set, Requires Heavy Armour Proficiency

This suit of plate was forged in the belly of Scholomance after it had fallen under the dark sway of the Cult of the Damned, and was crafted to be used by the skeletal guards that the necromancers used as footsoldiers. The undead fortitude in the darksteel plates ekes into the wearer's own body, providing a boon to their fortitude.

Deathbone Chestplate. This is a suit of Platemail +1.

Deathbone Gauntlets. You have +1 to your Strength (maximum increased by +1). In addition as an action you can put up a 5' cube-sized Wall of Force in a square adjacent to you that lasts for 1 minute. You can do this at will, but can only have one cube active at a time.

Deathbone Girdle. Whenever you take more than 10 damage from a single attack or spell, bones burst out from you dealing 1d6 magical piercing damage to all creatures adjacent to you.

Deathbone Legguards. You have +1 to your Strength (maximum increased by +1). You also have advantage on any saving throws against Exhaustion and the Poisoned condition.

Deathbone Sabatons. Any equipment you are wearing has a weight of 0. Each weapon attack you make against a single creature gets a cumulative +1 to damage per attack, to a maximum of +10. This resets to 0 when you attack a new creature.

Deathbone Helm. You have +1 to all saving throws. You also gain Darkvision out to 60', or gain an additional 60' of range if you already had Darkvision from another source.

Set Bonus
Items Attuned Bonus
2 You have +1 to your armour class and add your character level to your maximum hit point total.
5 Whenever you take fire, cold, acid, poison, or lightning damage it is reduced by 3. When you critically strike with a weapon attack you regain hitpoints equal to your proficiency bonus. Finally, you add your character level to your maximum hit point total a second time.

Dreadnaught's Battlegear

Very Rare Item Set, Requires Heavy Armour Proficiency

First created exclusively for Alexandros Mograine, the Ashbringer. While wearing a suit of Dreadnaught Battlegear the Highlord would wade into hundreds of Scourge with his gleaming blade and leave the other side unharmed, with naught but dust and ashes of his enemies left in his wake. After Mograine's untimely demise, other warriors in service of the Light began to fashion similar suits in honour of their fallen champion - and, perhaps, in the hopes of emulating his incredible feats of strength in service of others.

Dreadnaught Bracers. You have +1 to Strength (Maximum increased by +1) and advantage on athletics checks to climb or swim.

Dreadnaught Breastplate. This is a suit of Platemail +2. When targeted by a spell or magical effect with a saving throw you can use your reaction to gain advantage on the roll.

Dreadnaught Gauntlets. You have +1 to Strength (Maximum increased by +1). Twice per short rest as a bonus action you can activate the healing powers of this belt, regaining hit points equal to your proficiency bonus at the end of each of your turns for 1d4+1 rounds.

Dreadnaught Wristguard. As a reaction you can cast Shield three times per long rest - but only to protect an ally within 15' of you. You cannot cast this to protect yourself.

Dreadnaught Helmet. You can cast Holy Weapon once per long rest. You also gain Darkvision out to 60', or gain an additional 60' of range if you already had Darkvision from another source.

Dreadnaught Legplates. You are immune to the Frightened condition, and allies adjacent to you share this benefit.

Dreadnaught Pauldrons. When you hit a creature with a weapon attack you can use your bonus action to cast Dispel Magic at 4th level on the creature that you hit, with Constitution as your casting ability score. You can do this twice per long rest.

Dreadnaught Sabatons. You have resistance to necrotic damage, and undead creatures have disadvantage on attack rolls against you.

Dreadnaught Ring. You gain +1 to all saving throws. You can cast Compelled Duel (DC17) three times per long rest.

Set Bonus
Items Attuned Bonus
2 You have +1 to your armour class. Once per turn when you successfully grapple or shove a creature as part of the Attack action, you may make one free weapon attack against the target creature.
5 After you critically hit an enemy, they have disadvantage on all attacks against you until the end of their next turn. In addition, if an attack misses you by rolling within 2 points of your armour class, roll damage anyway. Instead of taking damage you gain that much in temporary hit points.
8 When you are reduced to 0 hit points you remain conscious and become immune to all damage and conditions until the end of your next turn. This can occur once per long rest. You can Action Surge (as the Fighter ability) once per short rest. If you already had the Action Surge ability, you gain an additional use of it.