Hämnd
                                                                                     David Baldridge


































Heroes' Haven Custom Magic Items List

This is the public version of the Logisticians’ homebrew magic items list. It only has items that have been handed out, or that have been made public domain for whatever reason.

Do note that public in this context doesn’t mean public for crafting, but public for DMs to hand out, and players to see. Please check the crafting sheet to see what is available for crafting.

It is generally assumed that the author wants to hand their item out before anyone else does, and that craftable items only become public domain after that. Exceptions can be made at the author’s request.

Unique items may only be handed out by their author, or someone who has received special permission. These items are never craftable, and are usually only given out once.

Contents

ARMORS

Bulwark of Inner Strength

Armor (shield), very rare (requires attunement)

A heavy shield meant to be held in both hands (but can be held in one) that extends to the feet of most average-height humanoids. Wielding a weapon with it proves difficult- by design.
While this shield is equipped, you have a +1 bonus to AC, and cannot make a weapon attack with anything other than a natural weapon. You roll an additional damage die for the damage you deal with natural weapons. Additionally, you have advantage on saving throws against being frightened.


Author: Jam
Price: 7,500 residuum (craftable)

Hellblaze Armor

Armor (half plate), rare (requires attunement)

This half plate armor has a deep red, opaque color. It is made of the gem bixbite but it has been infused with the Soul of the Forge in the Firehand Clan Forge. It glows slightly and is warm to the touch.
This item has 5 charges. You can use a charge at the start of your turn. If you do, you gain 15 movement speed that turn, and any space you travel over gets set ablaze with magical fire. The fire lasts until the end of your next turn. Any hostile character starting their turn in the fire or entering a square with fire in it takes 1d10 fire damage. The item regains its charges at dawn.


Author: Saphox
Price: 2,500 residuum (unique)

CONSUMABLES

Oil of Divinity

Potion, uncommon

This oil can cover a single weapon. Applying the oil takes 10 minutes, and the affected weapon is under the effects of the spell Holy Weapon for 10 minutes (no concentration required), with a spell save DC of 15. The creature who applied the oil counts as the caster for the sake of the spell's abilities.


Author: Jam
Price: 2,500 residuum (craftable)

Potion of Poison Breath

Potion, uncommon

A small glass bottle containing a swirling, murky green liquid that smells faintly of almonds.
After drinking this potion, you can use a bonus action to exhale a cloud of poison at a target within 30 feet of you. The target must make a DC 13 Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the cloud three times or when 1 hour has passed.


Author: William
Price: 150 residuum (craftable)

WANDS

Wand of the Beholder

Wand, very rare (requires attunement)

This wand is made out of petrified Beholder eye stalk, with the eye itself being at the very tip. It has 3 charges. While holding it, you can use an action to choose a target that you can see within 120 feet of you, and expend 1 charge to cast a random Beholder (MM p.28) eye ray from it at that target. Roll a 1d10 to determine the ray that is conjured. The eye rays have a save DC of 16.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


Author: Willaim
Price: 6,000 residuum (craftable)

WEAPONS

Aether

Weapon (sabre), artifact (requires attunement)

A sabre with a wide handguard meant to be held in the offhand and used in conjunction with another weapon, Aether carries the force of a rushing gale with it as it is swung, powered by the planar energies that enveloped it from years of travel. The blade of the sabre has etchings of the entire cosmology upon it, and when striking a creature, the carving of its native plane glows.

Aether is a +2 weapon that deals an extra 1d8 force damage on a hit. When you engage in two-weapon fighting and use a bonus action to attack with this weapon, you can make an additional attack as part of that bonus action. This additional attack does not add your ability modifier to damage unless you have the Two-Weapon Fighting fighting style.

Author: Jam
Price: 80,000 residuum (unique)

Ahriman's Warmace

Weapon (warmace), artifact (requires attunement)

This flanged warmace has coils of dragon-like serpents writhing up the handle, acting as a handguard when the attuned user wields it proper. The mace gives off a chill burn when touched, and when striking at the air, sparks form around the weapon, like steel striking flint. When striking flesh, or any other living being, the target can hear a roar from within their head, perceived to eminate from the wielder.

When you attack with this +3 weapon, it scatters Abyssal energy behind the target. Once per turn, when you hit with an attack, the target must make a DC 18 strength saving throw or be knocked into the energy and take 3d10 fire, cold or lightning damage (your choice).


Author: Jam
Price: 50,000 residuum (unique)

Antigravity Weapon

Weapon (any), rare

The weapon gives off a faint purple-ish glow. Whoever is carrying it feels a lot lighter than usual.
You have a +1 bonus to Attack and Damage Rolls made with this weapon. While holding it, your speed and jump distances increase by 5 feet. If this weapon has the heavy property, it does not cause disadvantage when used by small creatures.


Author: Saphox
Price: 2,200 residuum (craftable)


Armor-Crushing Warhammer

Weapon (warhammer), uncommon

The weapon is a large hammer weighted on one end, specifically made for destroying armor. It is goblin in make, having been created by more magically inclined goblinoids to attempt to sunder better equipped foes.
The weapon deals an additional 1d6 bludgeoning damage against a creature in heavy armor.


Author: Jam
Price: 1,500 residuum (craftable)

Bloodline

Weapon (longsword), artifact (requires attunement)

The blade is a sleek longsword with draconic engravings along it's blade, telling histories long forgotten. The hilt is adorned with the carving of Tiamat and Bahamut at war, with Tiamat with the upper hand.
This weapon is a +3 longsword while being wielded by a chromatic half-dragon. When wielded by a metallic half-dragon, it is a +2 longsword. When wielded by anyone else, this weapon is a +1 longsword.
Bloodline is a sentient weapon with an intelligence of 16, a wisdom of 11, and a charisma of 14. It has blindsight out to 10 ft., but refuses to speak to any creature without draconic blood in them. Bloodline becomes elementally bonded to the last instance of draconic blood to wield it, changing element corresponding to the dragon. It is currently bonded to acid.
Fury. As a bonus action once per short rest, you can speak the command phrase, "Bring forth your draconic fury," and cause the blade to coalesce in elemental energy for 1 minute, channeling the rage of every dragon who previously touched this blade.
While Fury is active, the damage type changes from slashing to the current bonded element, and deals 2d8, or 2d10 if wielded in both hands, damage.
Agony. Bloodline grants disadvantage on attack rolls against chromatic dragons, and advantage on attack rolls against all non-chromatic dragons.
Vengeance. When you take acid, cold, fire, lightning, or poison damage from a creature, you can use your reaction to burn with pure hatred for that creature, granting you advantage on all attack rolls against that creature until the end of your next turn.


Author: Jam
Price: 3,000 residuum (unique)

Blade of Pain

Weapon (longsword), artifact (requires attunement)

This shiny blade was given from The Lady of Pain's mantle of blades, as a gift for preserving the balance of Sigil, the City of Doors. The sword can cut through almost anything with ease, and never gets dirty from what it cuts, almost as if the forces of the multiverse make way for it to have as little friction as possible. Its curved blade is always in pristine condition despite heavy use.
You gain a +3 bonus to attack and damage rolls with this magic longsword. In addition, this weapon ignores resistance to slashing damage.
When you hit with a melee attack using this weapon it deals an extra 1d8 damage or, if wielded in both hands 1d10 extra damage.
When you critically hit with this weapon, maximize all damage dice rolled for slashing damage. The creature must make a constitution saving throw (DC = 8 + proficiency bonus + the attack’s ability modifier). On a failed save, the immense pain from the critical hit causes the creature to be incapacitated until the end of your next turn.
Gleaming. The sword never gets dirty and always looks pristine.
Key to Sigil. The sword acts as a key for portals to Sigil, and you always know the general direction of the closest portal while the sword is on your person.
The Lady’s Shadow. While touching the hilt, your shadow looks like you’re wearing a mantle of blades.


Author: Qas
Price: 100,000 residuum (unique)

Blade of Serenity +1

Weapon (longsword), rare (requires attunement)

A curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. Its appearance makes it perfect for quick draw attacks.
The drawing sword is a martial melee weapon with the finesse and two-handed properties, it has a d10 damage die, and requires proficiency in longswords.
You have a +1 bonus to attack and damage rolls made with this weapon.
The calming aura of the blade lets you enter a meditative state that enhances your combat ability. After you finish the attack action can use your bonus action to enter this meditative state. This will grant you advantage on the next attack you make, which also ends this state. The effect ends early if you move or use any action but one that involves an attack.


Author: Edgy Swordsman
Price: 2,700 residuum (craftable)


Blade of Serenity +2

Weapon (longsword), rare (requires attunement)

A curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. Its appearance makes it perfect for quick draw attacks. The drawing sword is a martial melee weapon with the finesse and two-handed properties, it has a d10 damage die, and requires proficiency in longswords. You have a +2 bonus to attack and damage rolls made with this weapon. The calming aura of the blade lets you enter a meditative state that enhances your combat ability. After you finish the attack action can use your bonus action to enter this meditative state as you focus on the target you last attacked. This will grant you advantage on the next attack you make against it, which also ends this state. The effect ends early if you use any action but one that involves an attack.


Author: Edgy Swordsman
Price: 12,000 residuum (craftable)

Blade of Serenity +3

Weapon (longsword), rare (requires attunement)

A curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. Its appearance makes it perfect for quick draw attacks. The drawing sword is a martial melee weapon with the finesse and two-handed properties, it has a d10 damage die, and requires proficiency in longswords. You have a +3 bonus to attack and damage rolls made with this weapon. The calming aura of the blade lets you enter a meditative state that enhances your combat ability. After you finish the attack action you enter this meditative state as you focus on the target you last attacked. This will grant you advantage on the next two attacks you make against it, which also ends this state. The effect ends early if you use any action but one that involves an attack or bonus action.


Author: Edgy Swordsman
Price: 34,500 residuum (craftable)

Blade of Shattering (Weaker)

Weapon (any piercing bladed weapon or sword), very rare

This weapon looks like an ordinary piercing weapon however the blade of the weapon always has cracks spider-webbing across it like glass that's been cracked but is still in place.
This piercing weapon grants a +1 bonus to attack and damage rolls made with it. Once a day (recharging at dawn) when the Blade of Shattering successfully hits, the wielder can use a bonus action to press a button on the hilt causing the blade to shatter inside the target causing massive damage and internal bleeding. Doing this deals 3d6 slashing damage and destroys the blade, rendering it useless until the next dawn when it reforms from the handle.


Author: Pie
Price: 2,200 residuum (craftable)



Blade of Shattering

Weapon (any piercing bladed weapon or sword), very rare

This weapon looks like an ordinary piercing weapon however the blade of the weapon always has cracks spider-webbing across it like glass that's been cracked but is still in place.
This piercing weapon grants a +2 bonus to attack and damage rolls made with it. Once a day (recharging at dawn) when the Blade of Shattering successfully hits, the wielder can use a bonus action to press a button on the hilt causing the blade to shatter inside the target causing massive damage and internal bleeding. Doing this deals 5d8 slashing damage and destroys the blade, rendering it useless until the next dawn when it reforms from the handle.


Author: Pie
Price: 12,000 residuum (craftable)

Blade of Shattering (Greater)

Weapon (any piercing bladed weapon or sword), very rare

This weapon looks like an ordinary piercing weapon however the blade of the weapon always has cracks spider-webbing across it like glass that's been cracked but is still in place.
This piercing weapon grants a +3 bonus to attack and damage rolls made with it. Once a day (recharging at dawn) when the Blade of Shattering successfully hits, the wielder can use a bonus action to press a button on the hilt causing the blade to shatter inside the target causing massive damage and internal bleeding. Doing this deals 9d6 slashing damage and destroys the blade, rendering it useless until the next dawn when it reforms from the handle.


Author: Pie
Price: 35,000 residuum (craftable)

Commander’s Bow

Weapon (any bow), very rare (requires attunement)

This is a bow made mostly of steel, there's a scope to the side and a small megaphone-like device to yell while you're shooting.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
This bow has 5 charges, when you hit with this weapon you may spend one to use one of the following effects on an ally within 60 feet that can hear and understand you:
Strike. They may use their reaction to make a weapon attack.
Reposition. They may use their reaction to move up to their movement speed without provoking attacks of opportunity.
Bolster. They gain + 2 to their armor class and saving throws until the end of your next turn.
This bow regains 1 charge on a short rest, and all of them on a long rest.


Author: Saphox
Price: 48,000 residuum (craftable)


Eld Själ

Weapon (longsword), legendary (requires attunement)

The hilt of this longsword is made from a black metal that is oddly cold to the touch, and the blade seems akin to a black flame made from obsidian.
You receive a +1 bonus to attack and damage rolls made with this weapon. Eld Själ has 4 charges; recharges 1 per short rest, and all on long rest.
When you hit with an attack using this weapon, the wielder can expend 1 charge to deal an additional 2d6 slashing damage and leave a bleeding wound for one hour. A target can have multiple bleeding wounds. Only 1 charge can be spent in this manner at a time.
As a bonus action, the wielder can expend 1 charge and cause any creature with a bleeding wound to make a DC 15 Constitution saving throw or take 2d6 slashing damage for each wound, half as much on a successful save.
As a reaction to being hit by a melee attack, the wielder can expend 1 charge and roll an attack with the sword. On a successful hit the attacking creature takes 2d6 slashing damage instead of the normal damage for this weapon and receives a bleeding wound.


Author: Geekswordsman
Price: 2,600 residuum (unique)

Flail of Yeenoghu

Weapon (flail), legendary (requires attunement)

This flail is a +3 weapon that must be wielded by a gnoll. A non-gnoll, however, can attune to the flail.

When a creature is hit with the flail, the wielder can choose one of three additional effects below (each effect can only be used once a turn):

  1. The attack deals an additional 1d12 bludgeoning damage.
  2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of the wielders next turn.
  3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of the wielders next turn.

Author: Jam
Price: 50,000 residuum

Hämnd

Weapon (greataxe), legendary (requires attunement)

The handle of this greataxe appears to be a spine coated in black obsidian, the blades form out like a flaming skull.
You receive a +1 bonus to attack and damage rolls made with this weapon. Hämnd has 4 charges; recharges 1 per short rest, all on long rest.
Upon declaring an attack and before the outcome of the roll is determined, the wielder can expend 1 charge to have to deal an additional 2d6 psychic damage. Only 1 charge can be spent in this manner at a time.
As a bonus action, the wielder can expend 1 charge, infusing Hämnd with the ability to be thrown (20/60) and it will return to their hand at the end of their turn. This effect ends either at the end of the wielder's next turn, or after Hämnd returns to their hand, whichever comes first.
As a reaction to taking damage, the wielder can expend 1 charge and make the source of the damage the focus of revenge. On the wielder's next turn, they have advantage on attacks against that target.


Author: Geekswordsman
Price: 2,600 residuum (unique)

Illuminating Ammunition

Weapon (any ammunition), common

When this piece of ammunition hits a target, it will light up as if the Light spell has been cast on it. The light remains for 1 minute and the ammunition loses its magical property afterwards. When you hit an invisible enemy, this property does not trigger.


Author: Saphox
Price: 20 residuum (craftable)

Hunter's Weapon +1

Weapon (any), rare (requires attunement by a ranger)

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
Precision: Whenever you cast a ranger spell of 1st level or higher, your next attack made with this weapon has advantage.


Author: Saphox
Price: 2,400 residuum (craftable)

Hunter's Weapon +2

Weapon (any), rare (requires attunement by a ranger)

You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.
Precision: Whenever you cast a ranger spell of 1st level or higher, your next attack made with this weapon has advantage.
Favorite Prey: The damage bonus from your Favored Enemy and Greater Favored Enemy class features are doubled when dealing damage with this weapon. Additionally, casting hunter's mark from Favored Foe deals an additional damage dice.


Author: Saphox
Price: 20,000 residuum (craftable)


Hunter's Weapon +3

Weapon (any), rare (requires attunement by a ranger)

You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon.
Favorite Prey: The damage bonus from your Favored Enemy and Greater Favored Enemy class features are doubled when dealing damage with this weapon. Additionally, casting hunter's mark from Favored Foe deals an additional damage dice.
Precision: Whenever you cast a ranger spell of 1st level or higher, you have advantage on attacks made with this weapon until the end of your next turn.


Author: Saphox
Price: 60,000 residuum (craftable)

Mourning Star Whip

Weapon (special), artifact (requires attunement)

Martial Melee weapon. 1d8 bludgeoning, Finesse, reach (15ft), two-handed.
This metal whip is said to have been forged and used by an ancient family of demon hunters.
This item is a +2 weapon. It deals an additional 1d8 radiant damage to fiends and undead. If this whip kills a fiend or undead, it causes the creature to explode, dealing an additional 1d8 radiant damage to any fiends or undead within 5ft of the slain creature.


Author: William
Price: 24,000 residuum (unique)

O Fortuna

Weapon (saber), artifact (requires attunement by Thomas Clawford)

An ornate, beautifully crafted saber with the sentient soul of a young woman, Fortuna, put into it, hence it's namesake. Though not forged for combat, merely to act as a vessel for the soul within it, its power is undeniable- though mostly through it's ability to bend fate.


You gain a +3 bonus to Attack and Damage Rolls made with this weapon, and have a +1 bonus to saving throws while this weapon is on your person.


Sentience. The O Fortuna carries the soul of Fortuna Eaerlaenn, who has since lost her sense of self through the sands of time. A gentle, quiet person, she wishes only to see the wielder safe, having lost greater ambition along with her identity, though she still retains an innate power caused from studying divination. She has an Intelligence of 18, a Wisdom of 10, and a Charisma of 12, as well as +7 bonus to History, Arcana, and Nature checks. She can only speak telepathically with the wielder.


Bend Luck. If the weapon is on your person, you can call on Fortuna to reroll any one attack roll, ability check, or saving throw made within 30ft of you. This property can be used three times, and recharges at dawn.


Bend Fate. While wielding the weapon, you can call on Fortuna to bend fate. After you roll an attack roll, ability check, or saving throw, you can choose to take a 20 on the dice. Once this property has been used, it cannot be used again until you take a long rest.


Lucky Streak. Three times per long rest, when you roll a 20 on the dice for an attack roll or saving throw, regain a use of the Bend Luck feature.


Lucky Shot. On a critical hit with O Fortuna, you roll triple the dice for your Sneak Attack damage rather than double.


Imbued Spellcasting. While O Fortuna is on your person, you may use it to cast the spell Sending without expending a spell slot. You may do this five times per long rest.


Author: Jam
Price: 90,000 residuum (unique)

Protector's Weapon

Weapon (any melee), uncommon (requires attunement)

This +1 weapon has seven charges, which recharge on a long rest. When you hit with an opportunity attack using the Protector's weapon, you may expend 1 charge to regain your reaction or you may expend any number of charges to allow an equal number of allies within 30 feet of you to move up to half their speed without provoking opportunity attacks using their reactions.


Author: Rb
Price: 6,000 residuum (craftable)

Standard of Divinity

Weapon (pike), rare (requires attunement by a cleric or paladin)

From this pike hangs a woven banner bearing the symbol of a god. Upon being attuned to by a cleric or paladin, the original banner changes to the symbol of their own god; the threads change color and are charged with power by the standard bearer’s devotion.
You have a +1 bonus to attack and damage rolls made with this weapon. As an action, you may thrust the standard into the ground and create a safeguard for yourself and your allies. You may choose up to 4 creatures that gain a +3 to saving throws while within 15 feet of the standard for 1 minute. You may use this feature once per long rest. You may not use this item as a weapon while this effect is in place.


Author: Bakure
Price: 2,500 residuum (craftable)

Standard of Battle

Weapon (any melee weapon), very rare (requires attunement)

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
Inspiring Presence: Any allies that start their turn within 5ft. of you gain advantage on the first attack roll they make on their turn.


Author: Saphox
Price: 2700 residuum (craftable)


Standard of Glory

Weapon (any melee weapon), very rare (requires attunement)

You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.
Charge Into Battle: You have advantage on Initiative rolls. Inspiring Presence: Any allies that start their turn within 10ft. of you gain advantage on the first attack roll they make on their turn.


Author: Saphox
Price: 20000 residuum (craftable)

Standard of Victory

Weapon (any melee weapon), very rare (requires attunement)

You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon.
Charge Into Battle: You have advantage on Initiative Rolls. As a reaction when you roll initiative, you may give 1 ally within 15ft. of you, advantage on their Initiative roll. Inspiring Presence: Any allies that start their turn within 15ft. of you gain advantage on the first attack roll they make on their turn.


Author: Saphox
Price: 58000 residuum (craftable)

Stormrender, Dormant

Weapon (pike), artifact (requires attunement)

Stormrender is a magical pike that additionally has the finesse property. A bonus action can be used to cause the pike to lash out in static energy, dealing an additional 1d6 lightning damage on hit while coated in static. This lasts until a bonus action is used to end the effect.


Dormant Stormrender can be upgraded to Stormrender.


Author: Jam
Price: 5000 residuum (unique)

Stormrender

Weapon (pike), artifact (requires attunement)

Stormrender is a magical pike that also has the finesse property. A bonus action can be used to cause the pike to lash out in static energy, dealing an additional 2d6 lightning damage on hit while coated in static. This lasts until a bonus action is used to end the effect.

While coated in static, a bonus action can be used to cause Stormrender to lash out in an explosive blast, dealing 6d6 lightning damage to all creatures in a 30 foot long, 5 foot wide line originating from the wielder on a failed DC 17 Dexterity saving throw, or half as much on a success. After doing so, the static effect immediately ends and cannot be used until the wielder finishes a short or long rest.


Author: Jam
Price: 14000 residuum (unique)

Sunspark Weapon

Weapon (any melee weapon), very rare (requires attunement)

Solar radiance contrasts with the darkened steel of the weapon.
You can use a bonus action to speak the magic weapon's command word, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. While the weapon is radiating light, it deals an extra 2d6 radiant damage to any creature it hits. The weapon radiates light until you use a bonus action to speak the command word again or until you drop the weapon.
While the weapon is emitting light, you can cast Daylight as a free action. This feature cannot be used again until the next dawn.


Author: Isaac
Price: 16,500 residuum (craftable)

Sylvaris

Weapon (longbow), artifact (requires attunement by an elf)

This ornate, magical +2 longbow seems to have been grown, not carved, from a single piece of very ancient wood. Legends say that long ago when the legendary archer Sylvaris died, a tree grew from his body and from that tree grew this bow.
Elven Accuracy. While attuned with this weapon, Sylvaris grants advantage on every ranged attack roll made with it. However, if an attack from Sylvaris misses, the bow insults and chastises the wielder; dealing 1d6 psychic damage to them and imposing disadvantage on their next attack.
Guardian. This longbow whispers words of warning to its wielder, granting them a +2 bonus to initiative.
Sentience. Sylvaris is a neutral good weapon with an Intelligence of 12, a Wisdom of 16, and Charisma of 10. It has hearing and darkvision out to a range of 60 feet. The weapon communicates telepathically with the wielder in elvish.
Personality. This bow is as prideful now as it was in life. It thinks other races are lesser than elves and will frequently make this clear to the wielder. Sylvaris is a perfectionist and expects the most of its wielder, often giving his feedback in hindsight. Despite this, the weapon does have moments of genuine sincerity bordering on approval.


Author: William
Price: 15,000 residuum (unique)

Volcanic Repeater

Weapon (hand crossbow), rare

This hand crossbow is made of a black metal and laid in with bixbite gems. Near the front of the crossbow there's a magical glass container filled with lava which empowers the arrows it shoots. On the side there's an insignia of an open palm engulfed in flames.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 with this weapon, the fiery energy in the arrow explodes. In addition to dealing the arrow's damage, the Burning Hands spell is cast at 2nd level (DC14) from the closest square to the target in between you and the target (towards the monster).


Author: Saphox
Price: 2,700 residuum (unique)

Weapon of Luck

Weapon (any), rare (requires attunement)

This golden weapon is said to be blessed by Tymora herself, and imbues the wielder with some extra luck. A luckstone seems to be embedded into the hilt of this weapon.
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one Attack roll, ability check, or saving throw you dislike that you make. You must use the second roll. This property can’t be used again until the next dawn.


Author: William
Price: 7,000 residuum (craftable)

Weapon of Greater Luck

Weapon (Any), very rare (requires attunement)

This golden weapon is said to be blessed by Tymora herself, and imbues the wielder with some extra luck. A luckstone seems to be embedded into the hilt of this weapon.
You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one Attack roll, ability check, or saving throw you dislike that you make. You must use the second roll. This property can’t be used again until the next dawn.


Author: William
Price: 14,200 residuum (craftable)

Weapon of Supreme Luck

Weapon (Any), legendary (requires attunement)

This golden weapon is said to be blessed by Tymora herself, imparting a small part of her own luck to the wielder. A luckstone seems to be embedded into the hilt of this weapon.
You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Tymora's Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll any one attack roll, ability check, or saving throw you dislike within 30ft. This includes attack rolls made against you. This property can be used twice, and recharges at dawn.


Author: William
Price: 45,000 residuum (craftable)

Weapon of Shadow

Weapon (Melee Finesse or Ranged), Very rare (Requires Attunement by a Rogue)

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

Shadowstep: Once per turn when you hit a creature with this weapon, you may choose to either deal 1d6 extra damage, or teleport 10 ft. in any direction.


Author: Saphox
Price: 2,700 residuum (craftable)

Weapon of Greater Shadows

Weapon (Melee Finesse or Ranged), Very rare (Requires Attunement by a Rogue)

You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.

Shadowstep: Once per turn when you hit a creature with this weapon, you may choose to either deal 2d6 extra damage, or teleport 20 ft. in any direction.


Author: Saphox
Price: 15,000 residuum (craftable)


Weapon of Pure Shadows

Weapon (Melee Finesse or Ranged), Very rare (Requires Attunement by a Rogue)

You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon.

Shadowstep: Once per turn when you hit a creature with this weapon, you may choose to either deal 2d8 extra damage, or teleport 30 ft. in any direction.

Efficient Killer: Sneak Attack damage applied by this weapon deals d8's of damage, instead of d6's


Author: Saphox
Price: 55,000 residuum (craftable)

Whisper

Weapon (longbow), legendary (requires attunement)

A simple bow carved from dark wood, when held, there are slight whispers that can be heard in the wielder's head.
The wielder gains a +1 bonus to attack and damage rolls with this weapon. It has 3 charges, that recharge every day at dusk.
Silent Killer. The wielder can use an action to spend 1 charge and turn invisible for one minute. While invisible in this way, the wielder's footsteps make no sound, and the wielder gives off no scent. The first attack the wielder makes after becoming invisible in this way will break the invisibility, and that attack will deal an additional 3d6 psychic damage.
Dissonant Whispers. The wielder can spend 1 charge to cast Dissonant Whispers at 1st level with a Spell Save DC of 14.
Comforting Whispers. While attuned to Whisper, the wielder has resistance to psychic damage.
Sentience. Whisper is a sentient, True Neutral weapon with an Intelligence of 11, a Wisdom of 18, and a Charisma of 6. It has hearing and darkvision out to 120 feet. Whisper can speak, read, and understand Common, though it's tone never reaches a volume louder than a soft murmuring.
Personality. Whisper is timid, reserved, and shy, and favors wielders who will echo those traits. It hates those who would disturb or seek to injure those who it cares for, and if its wielder shows the bow kindness, it will grow attached to them and fond of them, though if abused, Whisper will only become more timid, only speaking to the wielder when specifically requested and even then, only in soft tones. Should the wielder befriend Whisper, they will find it a fast and caring friend, if sometimes shy and timid.


Author: Korgoth
Price: 5,000 residuum (unique)


Witheredge

Weapon (any melee weapon), very rare (requires attunement)

This ominous weapon embodies darkness itself, the necrotic energies within ripping away at the lifeforce of its target.

You can use a bonus action to speak the weapon's command word, coalescing shadows around the blade and turning any non-magical bright light within a 40 foot radius around the blade into dim light. While active the blade deals an additional 2d6 necrotic damage to any target that it hits. The shadows last until you use a bonus action to speak the command word again, or until you drop or sheathe the sword.

Once per day while the shadows are active you may use an action to flare them, casting the spell Darkness centered on the weapon.


Author: FlamingAce
Price: 16,500 residuum (craftable)








WONDROUS ITEMS

Amulet of Divinity

Wondrous item, legendary (requires attunement by a cleric or druid)

This amulet is made of a small golden chain with some sort of gem inlaid in the front. The gem magically shapes itself to something associated with the clerics' domain or the druids' circle.
You gain these benefits while wearing the amulet:

  • Whenever you cast a spell of at least 6th level, you regain a spell slot of 5 levels lower than the one spent.
  • You are always under the effects of a Protection from Evil and Good spell.
  • The spell save DC and spell attack bonus of your Cleric and Druid spells each increase by 2.

Author: Saphox
Price: 85,000 residuum (craftable)

Amulet of Understanding

Wondrous item, rare

This amulet is made of a silvery metal. In the middle lies a reddish stone of unknown origins. Occasionally the wearer can hear very soft whispering, as if listening in to a conversation far away but failing to grasp the meaning. Tuning this amulet allows the wearer to translate one language of their choice.
While wearing this amulet, you can understand and speak a language of your choice. You can change this language once per day.


Author: Saphox
Price: 2,700 residuum (craftable)

Amulet of Body

Wondrous item, rare (requires attunement by a monk)

Calm Defense: While wearing this amulet, you gain a +1 bonus to AC if you are wearing no armor and using no Shield. Improved Technique: Your maximum amount of Ki points increase by your monk level divided by 5 (rounded up).


Author: Saphox
Price: 8000 Residuum (craftable)

Amulet of Mind

Wondrous item, rare (requires attunement by a monk)

Calm Defense: While wearing this amulet, you gain a +2 bonus to AC if you are wearing no armor and using no Shield. Improved Technique: Your maximum amount of Ki points increase by your monk level divided by 4 (rounded up).


Author: Saphox
Price: 19,000 Residuum (craftable)


Amulet of Soul

Wondrous item, rare (requires attunement by a monk)

Calm Defense: While wearing this amulet, you gain a +3 bonus to AC if you are wearing no armor and using no Shield. Improved Technique: Your maximum amount of Ki points increase by your monk level divided by 3 (rounded up).
Zen: Once per long rest when you use any number of Ki points, you may choose to activate this effect. When you do you become invulnerable to damage and you gain advantage on any saving throws until the end of your next turn.


Author: Saphox
Price: 60,000 Residuum (craftable)

Azurite Moss Symbiote

Wondrous item, rare (requires attunement)

This symbiotic light blue moss nests itself on the body of the one attuned to it, mostly on the chest and arms. It enhances the users affinity to poison based magic. It has a slightly metallic, watery smell.
While attuned to this item, the you gain immunity to your own poison damage. When an ally within 60 feet of you takes poison damage, you can use your reaction to reduce that damage to 0. You can cast Protection From Poison once per day (this property recharges at dawn).


Author: Saphox
Price: 2,800 residuum (unique)

Bag of Pure Azurite Moss

Wondrous item, uncommon

This bag is filled with a light blue, fluorescent moss. Applying this to a wound allows microorganisms to enter your bloodstream and cure you of any poisons you might have. Any affected regions of the body will then slightly tingle for about 15 minutes.
This item has 5 charges. As an action you can touch a creature and expend a charge to cure it of the poisoned condition. This item regains all charges when left submerged in water for at least 8 hours (such that the micro-organisms can regenerate).


Author: Saphox
Price: 800 residuum (unique)



Blindfold of Angelic Sight

Wondrous item, very rare (requires attunement by a paladin or cleric)

This simple red blindfold has an open eye painted on in white in the middle of the blindfold.
While wearing the blindfold you truesight up to 60 feet, though you cannot see beyond this distance, no matter what other sources of vision you have. Wearing this blindfold does not restrict your truesight. It takes an action to don or doff the blindfold, and doffing it blinds you for 1 minute.
Additionally, you also get one additional use of the Divine Sense feature. If you do not have the Divine sense feature, you gain one use of it, which recharges at the end of a long rest.


Author: Levy
Price: 3,500 residuum (unique)

Book of Countless Secrets

Wondrous item, uncommon

A large book with a deep blue color beset with dozens of tiny bright diamonds. The contents of the book change without rhyme or reason but often contain wondrous secrets and information about various topics.
While holding this book open and taking 1 minute to scribe a question into it, you gain a +5 to Intelligence (Arcana/History) checks to answer the question written in the book.


Author: Saphox
Price: 2,500 residuum (unique)

Cape of the Mists

Wondrous item, uncommon

A cape seemingly made out of actual mist which slowly billows downwards. While wearing this cape, you can use an action to cast the Fog Cloud spell with it. When you cast it, the spell will be centered on you. The cape can't be used this way again until the next dawn.


Author: Saphox
Price: 500 residuum (unique)

Circlet of Radiant Blasting

Wondrous item, rare

While wearing this circlet, you can use an action to make three ranged spell attack rolls with a +9 to hit. Each bolt does 4d6 radiant damage on a hit. The circlet cannot be used this way again until the next dawn.


Author: Saphox
Price: 3,000 residuum (craftable)

Charm of Returning

Wondrous item, uncommon (requires attunement)

A very small charm, that looks like an arrow bent into a circle around itself. Over the course of a short rest, a character can attach the charm of returning to a weapon with the thrown property. When the weapon is thrown, it instantly teleports back to the thrower's hand as soon as all the effects of the attack are resolved.


Author: Dooms
Price: 1,000 residuum (craftable)

Firehands

Wondrous item, rare

These gloves are made of a thick dark grey, fire resistant leather laid in with a bixbite icon of an open hand engulfed in flames.
The Firehands have 7 Charges. While wearing them, you can use an action to expend 1 or more of its Charges to cast the Burning Hands spell (DC 13) from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The gloves regain 1d6 + 1 expended Charges daily at dawn. If you expend the gloves' last charge, roll a d20. On a 1, the gloves crumble into ashes and are destroyed.


Author: Saphox
Price: 2,500 residuum (uncraftable)

Font of Chaos

Wondrous item, very rare (requires attunement by a wild magic sorcerer)

A small pendant that glows a bright amber, colors swirling within the translucent gem held within the metal frame.
This pendant aids your ability to control the wild magics around you, using them to shield you. Whenever you use your Tides of Chaos feature, or whenever a Wild Magic surge occurs, you gain 1d8 temporary hit points.
Whenever you cause a Wild Magic surge, you can also use your reaction to add or subtract 1 from the 1d100 rolled to determine the result of the surge.


Author: Jam
Price: 3,500 residuum (unique)

Gauntlet of the Battle Weaver

Wondrous item, rare (requires attunement)

This gauntlet fits on the right hand, the fingertips wrapped in a light silver thread. Magically reinforced threads stream from a reel on the back of the hand to the finger tips, glowing with enchantment magic.
You may as an action summon a spear of silk threads to your hand and throw it at an enemy within 120 feet of you. The creature must make a DC 15 Dexterity saving throw or take 6d6 piercing damage and be restrained for 1 turn; the target takes half as much on a successful save and is not restrained. After using this ability, it can’t be used again until you finish a short or long rest.
Additionally, as a reaction to being hit by a critical hit you may have the threads wrap around your body and make the attack a normal hit. After using this ability, it can’t be used again until you finish a long rest.


Author: Bakure
Price: 3,500 residuum (not craftable)

Heartbeat Rings

Wondrous item, uncommon

These rings come in a linked pair. When a creature with a heartbeat, or racial equivalent, wears one of these rings, the other ring's inner surface warms to their skin temperature, and pulses to the beat of their heart, or racial equivalent.


Author: Gredd
Price: 100 residuum (craftable)

Holy Symbol of False Allegiance

Wondrous item, common

As an action, the holder of this holy symbol may change its appearance such that it seems to be a holy symbol to any other deity.


Author: Rb
Price: 50 residuum (craftable)

Infernal Tack

Wondrous Item, very rare (requires attunement)

A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a creature nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.


Author: Rb
Price: 22,000 residuum (craftable)

Jack's Gloves

Wondrous item, uncommon (requires attunement)

While wearing these gloves two of your ability scores of your choice are 15. This has no effect if the ability score is already 15 or higher. After finishing a long rest, you can switch which ability scores the gloves affect.


Author: Saphox
Price: 9,000 residuum (craftable)

Magic Mirror

Wondrous item, rare (requires attunement)

A 2ft tall portrait style mirror with ornate trim for hanging on a wall. It weighs 3lbs. The mirror contains the sentient spirit of a long-dead priest with great knowledge of religion and history. Being attuned to the mirror lets you talk to the priest who is compelled to do as you ask. They can answer questions of which they may have knowledge, keep watch of an area while hung on the wall, and call out as loud as a normal person can, if needed. Their stats are Intelligence: 16, Wisdom: 14, Charisma: 14. They have a +6 to religion, a +4 to history and a +4 to persuasion skill checks. The mirror knows Common and two other languages.
The mirror has 10 AC and 20 HP. If the mirror is broken, all magical effects are lost.


Author: Jaideay
Price: 800 residuum (craftable)


Mantle of Legends

Wondrous item, legendary (requires attunement)

This mantle is a continuously shifting mass of colors and text, with no apparent edges. It depicts imagery and written tales of the great deeds accomplished by the wearer. The clasps which attach the mantle to another piece of clothing are set with every sort of gemstone imaginable, and then some. Looking at someone wearing the mantle could be enough to make you tear up in awe.
Pinnacle of Skill. Three times per long rest, you can choose to get a 20 on a skill check. You can do this after seeing the roll, but before the DM declares the outcome.
Awe. When a character within 120 ft. of you that can see you targets you with an attack or a spell (not an Area of Effect spell), you can use your reaction to make them see your greatness. They must make a DC 19 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Once you use this ability, you cannot use it again until you have completed a short or long rest.
When you pass a saving throw against a spell or magical effect, you can use your reaction to take no damage from it. You also have advantage on saving throws against spells and other magical effects.


Author: Saphox
Price: 68,000 residuum (craftable)

Moonlight Parasol

Wondrous item, uncommon

A long parasol with a wide brim. The top of the parasol is decorated with moons and stars, the dark top almost like a glimpse into the night sky. While holding the parasol, it negates Sunlight Sensitivity, as well as turning Sunlight Hypersensitivity into Sunlight Sensitivity.


Author: Jam
Price: 1,500 residuum (craftable)

Orb of Depth

Wondrous item, common

A black-blueish orb the size of a crystal ball focus.
While holding this orb, you can use an action to determine at what depth you are compared to sea level. This property functions only on the Material Plane.


Author: Saphox
Price: 20 residuum (unique)



Pocket Portals

Wondrous item, very rare

The pocket portals consist of two square black patches of cloth, each side 4 inches long. On one side of each patch there is an embroidered circle, silver on one patch and gold on the other, each 3 inches in diameter. A patch can stick to any solid material without coming off on its own.
While both pieces are on the same plane of existence, the circles form windows to each other. Anything can physically pass through, as long as the size doesn’t exceed the limits.
The other piece can be retrieved simply by reaching through and pulling the edge of the patch through its own portal. A portal can go through itself and out of the other, but can't enter the other and come out of itself.
If one or both patches are exposed to an antimagic field or is taken to a different plane than the other, any item in the middle of the portal gets ejected to whichever side it came from. The hole fades to black, and ceases to function until those conditions are over.


Author: Qas
Price: 12,000 residuum (craftable)

Rapport Spore Symbiote

Wondrous item, rare

A small mushroom that is affixed to the wearer. It can be placed anywhere, but doesn't really enjoy being in the sun.
This item has three charges. This item regains 1d3 charges each dawn. The wearer may expend a charge to send out a cloud of spores with a 20 ft radius centered on the wearer. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. This effect also targets the wearer.


Author: Korgoth
Price: 500 residuum (unique)


Ring of Minor Magicks

Wondrous item, uncommon

This small ring is covered by a number of arcane sigils that signify of the weaker wizard spells. One of these is illuminated at a time.
This ring contains a single cantrip at a time, which changes daily at dawn. Each dawn, roll a d20 and consult the list below. That is the cantrip stored within the ring that day, and it can be cast through the ring up to 10 times before next dawn. The spell has a save DC of 13, or attack bonus of +5, as appropriate.


1: Acid Splash
2: Chill Touch
3: Create Bonfire
4: Dancing Lights
5: Fire Bolt
6: Friends
7: Frostbite
8: Light (self only)
9: Mage Hand
10: Mending
11: Message
12: Minor Illusion
13: Poison Spray
14: Prestidigitation
15: Ray of Frost
16: Shocking Grasp
17: Gust
18: Toll the Dead
19: Lightning Lure
20: Infestation


You can't benefit from multiple instances of this ring.


Author: Saphox
Price: 400 residuum (craftable)

Rod of Blood Sacrifice

Wondrous item, artifact (requires attunement by a warlock of 9th level or higher)

A rod with a well cut ruby at it's top, this intricately designed arcane focus has depictions of flames and torment along it's shaft, letting off a small pulse of light and heat to anyone nearby. All the same, the rod is icy cold, and whenever it's power is imbued into a spell, the ruby gently bleeds from the small gap between it and the location it is connected to the rest of the rod by.


The rod of blood sacrifice gains charges when it's wielder kills a good-aligned creature that was not created by magic, up to 6 charges. While the rod has no charges, none of the features of this item can be used.


Blood Rite: Whenever you cast a Warlock spell of 5th level or lower, instead of expending a spell slot, you can choose to take 30 necrotic damage. This damage ignores resistances and immunity, and cannot be reduced by any means. Your max health is reduced by an amount equal to the damage taken, lasting until you take a long rest, and cannot be restored by any means short of the Wish spell.


Rite of Conquest: Whenever you cast a Warlock spell that requires a saving throw, you can grant one target disadvantage on the saving throw. Once you use this ability, you cannot use it again until you finish a short or long rest.


Spirit of Destruction: Whenever you roll damage for a spell of 5th level or lower, you can expend charges from the Rod of Blood Sacrifice to use one feature listed below: -You can spend 1 charge to reroll any of the damage dice. You must take the new result. -You can spend 2 charges to cause the damage to ignore any resistances. -You can spend 6 charges to maximize the damage of the spell.


Author: Jam
Price: 57000 residuum (unique)

Serpent Stone of Abjuration

Wondrous item, artifact (requires attunement by a spellcaster)

This jade stone is carved in the likeness of a hissing cobra, with eyes of red garnet, fangs of ivory, and a forked tongue of ruby.
The stone can store up to 3 levels worth of spells at a time.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this item is attuned to you, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
In addition, once per day the stone allows you to cast either Counterspell or Dispel Magic at 3rd level using your spellcasting modifier. This property recharges at dawn.


Author: TompsonX
Price: 10,000 residuum (unique)

Tankard of Challenge

Wondrous item, common

This sturdy oak Tankard has the names of many great drinking champions engraved in it.
When you challenge someone to a drinking contest and the other person accepts, both players make a constitution saving throw. The person with the higher result wins, and you roll again when both creatures have the same result. The winner either grows a beard or their beard elongates by 1 inch , and the loser's beard (if they have one) disappears (as if shaved off).


Author: Saphox
Price: 100 residuum (craftable)

Tymora's Necklace

Wondrous item, artifact (requires attunement)

The horn of an Almiraj is considered to be a lucky item throughout multiple regions of the realms. This silver stringed amulet carries both an horn and a rabbit's foot so it must be twice as lucky!
While this item is on your person, you gain a +1 bonus to ability checks and saving throws. You can't be surprised. You gain one luck point which functions as per the Lucky feat. This point recharges at each dawn and stacks with your other luck points from the Lucky feat.


Author: TompsonX
Price: 10,000 residuum (unique)

Timepiece

Wondrous item (requires attunement)


This small timepiece has three effects, each may be used once per short rest.

Prior to rolling a skill check, you may declare a 12 on the die.

Prior to rolling an attack roll, you may declare a 12 on the die.

Prior to rolling a saving throw, you may declare a 12 on the die.


Zariel's Bracer

Wondrous item, artifact (requires attunement by a tiefling of Zariel)

This pitch-black bracer once belonged to Zariel, and she lost it shortly after falling from grace. It radiates an ominous aura and is adorned with strokes of red which sometimes briefly light up. You can faintly see parts of holy texts in Celestial, but most of it has faded away over the centuries.
Carrying this artifact draws out more of your infernal bloodlines' powers. While attuned to this item, you gain access to the following abilities:
Ferocious Surge. When you hit with an attack that isn’t a critical hit, it can turn the hit into a critical hit. After using this ability, you can't use it again until you have finished a short or long rest.
Infernal Tactics. You have a keen eye for seizing a tactical advantage. Immediately after rolling initiative, you can choose yourself and up to three allies you can see if they're not incapacitated. You can swap the initiative results of the chosen creatures among them.
Additionally, you can cast Heroism and Crusaders' Mantle once per day (the ability recharges at dawn). Charisma is your Spellcasting ability for these spells.


Author: Saphox
Price: 3,000 residuum (unique)