All art copyright of Square Enix, unless otherwise stated

D&D 5e: Final Fantasy

A small collection of magic and monsters inspired by the Final Fantasy game series.

From the distant lands of Gaia and beyond comes magic yet unknown

Art: G. Purcell

Made with The Homebrewery

Thank you for reading!

  • D&D 5e: Final Fantasy adaptation by G. Purcell
  • Final Fantasy series by Square Enix

A Note From The Author


The materials in this compendium do not need to be adapted 1-to-1. Always remember that a Dungeon Master is always free to do what they want in their own world. And if that means that your Dungeon Master doesn't want to use homebrew, that is their choice. But for those DMs and players who love homebrew, thank you for giving my little passion project a read!
~ G. Purcell

Also, I apologize for my clear bias towards FFIX. It's my favourite~ <3

Disclaimer: Although disparate, use extreme caution when persuing the contents of these pages. Although posited that the many worlds of Gaia, Terra, and beyond once belonged to the Great Wheel of the Forgotten Realms, bringing worlds together might bring about... disasterous results. May the spirits preserve you.

Character Options


The diverse worlds of the Final Fantasy series house many fantastical creatures. Below are six new race options for player characters from the diverse worlds of Gaia and beyond.

Bangaa


The bangaa are a lizard-like race with long faces, scaly skin, and tough limbs. They have a rough manner of speech, backed up by their physical strength and characteristic height. Even those bangaa who focus on magic, or scholarly or artistic pursuits, train their bodies as well as their minds.

Their long ears and snout allude to their keen hearing and sense of smell. Although they are lizard-like, bangaa are not true reptilians - they can grow facial hair. Calling a bangaa a "lizard" is a heinous racial slur.

Male and female bangaa have no sexual dimorphism. Their rough skin is usually rusty brown, muddy yellow, or ash-coloured. However, bangaa can more rarely be any colour.

In bangaa culture, the highest rank a bangaa can attain is "Faas," which roughly translates to "a strong sense of justice." Despite their rough nature, bangaa frequently travel to monestaries to seek enlightenment with fellow monks, become paladins or defenders, or seek a quiet life as fishermen or farmers.

Bangaa Traits

Your bangaa character has the following traits in common with other bangaa.

Ability Score Improvement. Your Constitution score increases by 2, and your Strength and Dexterity scores each increase by 1.

Age. Bangaa reach adulthood at the age of 15 and can live up to 200 years.

Size. Bangaa are tall and strong, with most bangaa standing between 6 and 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of grey.

Tough Fists. Your natural toughness results in your punches hitting a little harder than normal. Your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier.

Natural Armour. Your thick hide gives you an edge in combat. When you're not wearing armour, your base AC is 12 + your Dexterity modifier.

Spiritual Alignment. You can align your spiritual energy to focus the spirit of an ally. As an action, you can end one effect causing you or a creature within 5 feet of you to be paralyzed, petrified, or poisoned.

Free-Spirited. You have proficiency in one set of artisan's tools of your choice.

Languages. You can speak, read, and write Common and Draconic.

Burmecian


The burmecians are a race of tall, ratlike people who hail from the land of eternal rain, Burmecia. A warrior people, many burmecians train as warriors to protect their city-state, with the highest-ranking and strongest warriors becoming known as Dragon Knights.

However, there lives another tribe of burmecians in the City of Illusion, Cleyra. The cleyran tribe separated from Burmecia when the latter people started to become too warlike. Leaving toward the western Vube Desert, they settled in a giant tree trunk protected by a magical, eternal sandstorm.

While the Cleyrans secluded themselves a hundred years ago following a cival war in Burmecia, the Burmecians remained open to the world. Those in the neighboring kingdoms know that a Burmecian Dragon Knight is among the mightiest warriors in the world in single combat. All burmecians are trained in the art of war in some capacity, and their armies are mighty in battle.

On the other side of the coin, the cleyrans are fond of beauty in the arts. They pray to the magical sandstorm that protects them, and the rituals they conduct to allow it to continue involve music and dance.

Despite their differing views, the Cleyrans and Burmecians remain kin in spirit. When one group comes under attack, the other is glad to house them.

Burmecian Traits

Your burmecian character has the following traits in common with all of their kin.

Ability Score Improvement. Your Dexterity score increases by 1.

Age. Burmecians have similar lifespans to humans, maturing at the same rate.

Size. Burmecians range from just over 5 feet to almost 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of grey.

Nimble Climber. You have a climbing speed equal to your walking speed.

Languages. You can speak, read, and write Common and one other language of your choice.

Subraces. Aside from their base shared heritage, Burmecians vary greatly based on their place of birth. Choose whether you hail from Burmecia or Cleyra.

Dracoknight Burmecian

You were born and raised to be a knight of Burmecia. This training has given you traits shared with others from your country.

Ability Score Improvement. Your Strength score increases by 2.

Speed. Your speed is not reduced by wearing heavy armour.

Burmecian Weapon Training. Dragon Knights are trained to specialize in polearm combat, a signature Burmecian style. You have proficiency in spears, glaives, halberds, and pikes.

Burmecian Armour Training. You have trained in armoured combat. You have proficiency in light and medium armour.

Burmecian Warrior Training. You have proficiency in the Athletics skill.

Cleyran

You were raised in the City of Illusion, veiled behind the mighty sandstorm. You may be a little naive to the ways of the world, but you are wise in ways others do not think of.

Ability Score Improvement. Your Wisdom and Intelligence scores each increase by 1.

Cleyran Magic. You know the minor illusion cantrip. Once you reach 3rd level, you can cast the purify food and drink spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the warding wind spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting modifier for these spells.

Cleyran Sandcraft. You are not slowed by sand-based difficult terrain.

Cleyran Arts. You have proficiency in the Performance skill.

Gria


The Gria are a race of humanoids descended from true dragons. Their heritage manifests in scales around vulnerable parts of the body, dragon wings, and a strong tail. Despite this, however, the gria are warm-blooded and bear live children. Their villages are perched in tall mountains, disguised such that any creature that lacks the ability to fly wouldn't be able to find them.

Gria are fiercly competative. Despite their small stature, they have a fierce spirit that more than makes up for their size. They tend equally towards physical and magical classes, often finding their strength in a mix of both arcane and material power.

Female gria tend to be fiercer and more warrior-like than male gria, who also tend to be smaller. Male gria, however, are certainly still competative and feisty. They tend more towards arcane strength, while gria females often take their more characteristic balanced approach of a combination of swords and sorcery.

Gria Traits

Your gria character has the following traits in common with others of your kind.

Ability Score Improvement. Your Strength, Consitution, and Charisma scores all increase by 1.

Age. Gria have a similar lifespan to humans, maturing at the same rate and living up to a hundred years.

Size. Gria have small statures, with the tallest of them reaching just over 5 feet tall. Your size is Medium.

Speed. You have a base walking speed of 20 feet and a flying speed of 30 feet. To use this flying speed, you can't be wearing medium or heavy armour.

Dragon Scales. While you are unarmoured, your base AC is 11 + your Dexterity modifier.

Dragon Tail. Your tail is strong and can be used as a weapon. Your unarmed strikes with your tail deal piercing damage equal to 1d4 + your Strength modifier, rather than the bludgeoning damage normal for an unarmed strike.

Critical Evasion. When you damage a creature with a critical hit, your movement does not provoke opportunity attacks until the end of your turn.

Language. You can speak, read, and write Common and Draconic.

Nu Mou


The nu mou are a race bearing canine features, with elongated faces, tails, and long, floppy ears. Their fur is often white or sandy-coloured. The physical appearence of a nu mou does not change much throughout their life, despite the longevity of their race. They have an innate sensitivity to the mists of magic, and while not all nu mou pursue this path further, it is a strong part of their tradition.

The nu mou have a strong code of honour. In their culture, a payment must precicely fit the provided service. They ask for and give no more or less than what is requested. This being said, this does not preclude generosity, and most nu mou act out of altruism and are happy to help with anything that needs helping with.

Nu mou have a strong oral tradition, passing down stories and legends through song and prose from generation to generation. They are fond of the arts, music in particular, and place a strong focus on the pursuit of composing and playing music in their villages.

Outside of their villages, nu mou often pursue scholarly or artistic endeavors in large cities. It is not uncommon for a head librarian at an archive or a reknowned scientist to be nu mou. Their curiosity for discovery is legendary.

Many nu mou follow the path of the wizard, marrying their hunger for the unknown with the magical aptitude of their people. Others pursue the ways of a bard, embracing their storytelling ways. While the nu mou have no innate tendency towards martial combat, those who pursue the path of the warrior are valued as guardians of their home villages. Of all martial classes, nu mou are most inclined towards rangers, as beasts are culturally intertwined with the nu mou.

Nu Mou Traits

Your nu mou character has the following traits in common with others of their kind.

Ability Score Improvement. Your Intelligence, Wisdom, and Charisma scores all increase by 1.

Age. Nu mou reach adulthood at the age of 30 and can live to be up to 300 years old.

Size. Nu mou usually stand between 4 to 5 feet tall, although their hunched posture makes them appear smaller. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Mist Folk. You have advantage on Intelligence, Wisdom, and Charisma saving throws made to resist the effects of spells or other magical effects.

Beast Magic. You know the mage hand cantrip. You also know the find familiar spell and can cast it as a ritual. Starting at third level, you can also cast the summon beast spell with this trait, requiring no material componants. Once you cast it, you can't do so again until you finish a long rest. Your spellcasting modifier for these spells is your choice of Intelligence, Wisdom, or Charisma.

Languages. You can speak, read, and write Common and one other language of your choice.

Qu


The qu are an odd species to behold. Their pale skin and long tongues are almost as distinctive as the common true love shared between all qu - their love of good food. Both cooking and eating food are seen as important art forms, a practice the qu refer to as the "Way of the Gourmand."

The qu live in marshes - the best place to catch their favourite food, frogs! Many qu stay in these marshes their whole lives, and those who venture out following the Way of the Gourmand have a childlike wonder towards the world. Everything is a new, wonderful, and tasty opportunity!

The qu have no biological gender. Some may adopt a gender identity later in life, while others choose not to choose. A common pronoun used by qu is "s/he" or "him/her." Qu can have children with any other qu. There are currently no known cases of qu having children with any other race.

Family is less important to qu than clan. Qu have been known to travel from marsh to marsh in search of a clan whose teachings they like best, travelling far from their homes. Once a qu reaches adolescence, it is expected for them to seek out a teacher on the Way of the Gourmand, sometimes never returning to their birthland.

Qu Names

A qu's clan name comes first in order. Rather than being a family name, a qu's clan name is passed down from master to apprentice, indicating what school of gastronomy the qu has been taught. A qu's personal name comes second - for example, a qu with the personal name Quan and the clan name Quina would be known as Quina Quan. All qu names start with the letters "qu." It is unknown whether the name of the race originated from this trend, or whether the naming convention originated from the name qu.

Clan Names: Quina, Quince, Qua, Quera

Given Names: Quan, Quale, Quen, Quill

Qu Traits

Your qu character has the following traits in common with other qu.

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Qu live up to 350 years old. A qu is considered an adolescent when they reach the age of 50, and reach adulthood at age 80.

Size. Qu tend toward similar heights to humans, although they are much stockier. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Strong Stomach. On your personal quest on the Way of the Gourmand, you've eaten some weird stuff. The good news is that you now have resistance to poison damage. Additionally, you can eat and gain nutrition from many things that would be considered inedible by other races, such as leaves, bark, or even sand; as long as the consumed objects are not poisonous or otherwise actively harmful.

Qu's Bite. Despite your large tongue, your bite is well-honed. Your bite is a natural weapon that can be used for unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

High Tide. When you take damage from a source you can see, you can use a reaction to gain advantage on attack rolls until the end of your next turn. Once you use this feature, you can't use it again until you finish a long rest.

Way of the Gourmand. You have proficiency in chef's utensils.

Languages. You can speak, read, and write Common and one other language of your choice. Qu tend to speak in a broken form of Common with interesting choices of words, but they can learn proper speech patterns with no more trouble than others.

Viera


The viera are a tall race with large, rabbit-like ears and limbs. They are known for their exceptional hearing, but it is said that all of their senses are exceptional. Viera are strong - at full strength, a viera can tear apart metal shackles with ease.

A viera's keen hearing doesn't apply only to the material world. They are sensitive to the mists of magic and can use this ability to speak to the world around them. When properly honed, this magical aptitude can even allow them to listen to and communicate with beings from other planes.

Viera emcampments are unique in that you will rarely see male viera together with any others of their kind. They most often live alone as solitary guardians of their forest homes, moving unseen and striking with deadly accuracy. It is said that male viera are so adept at their craft that no living soul - other than the more social female viera - have ever seen one, leading some to believe that the viera are an exclusively female race.

Viera have stark white hair and commonly have dark skin, which is often mottled to help them camouflage themselves amidst their forest homes. Viera living outside of the forest, or among other races, sometimes dye their hair. This behaviour is not often seen within the forest dwellings.

Viera Traits

Your viera character has the following traits in common with other viera.

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Viera reach adolescence at the same rate as humans, but can live up to 200 years. Male and female viera are indistinguishable from each other until they reach adolescence.

Size. Viera are tall and graceful, ranging from well over 5 feet to almost 7 feet tall.

Speed. Your base walking speed is 35 feet.

Darkvision. Your keen senses allow you to peer through the gloom. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of grey.

Keen Hearing. You have advantage on all Wisdom (Perception) checks that rely on hearing.

Might and Magic. You have advantage on Strength and Dexterity saving throws against spells or magical effects.

Nimble. You have proficiency in either the Acrobatics or Athletics skill.

Languages. You can speak, read, and write Common and one other language of your choice.

New Subclasses

Paladin: Oath of the Judgemaster

In the distant land of Ivalice, battles are overseen by Judges who enforce the laws of combat. These laws are absolute, and violators are punished severely. Paladins of the Oath of the Judgemaster have sworn to uphold these laws - and, when necessary, are trusted to break them.

Tenets of the Judgemaster

The tenets of the Oath of the Judgemaster are enforced by the same laws they uphold. It emphasizes the following principles.

Enforce the Laws. Order is paramount. Without law, there is chaos. Without order, there is disharmony.

Show No Favour. Order is impartial. The laws are impartial. The laws bend to none.

Punish the Lawbreakers. Do not be lenient. You are a champion of law. If you do not enforce the law, more will break it.

Channel Divinity: Invoke Law

You can use your Channel Divinity as an action to write a new law into effect. For 1 minute, or until you lose concentration (as if concentrating on a spell), you can enforce one law from the following list:

  • Ban acid, cold, fire, lightning, necrotic, poison, radiant, or thunder (one of your choice) damage.
  • Ban melee, ranged, spell (one of your choice) attacks.
  • Ban inflicting status conditions.

Any creature that violates a law must succeed on a Charisma saving throw against your spell save DC or take a number of d8s equal to your proficiency bonus in necrotic damage.

Channel Divinity: Red Card

You can use you Channel Divinity to banish a lawbreaker. As an action, you can force one creature within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature is banished to a harmless demiplane. If you keep your concentration (as if you were concentrating on a spell) for 1 minute, the creature is trapped in that demiplane for 1 month, or until you release it (no action required). If your concentration is broken, the target reappears in in the space it left or in the nearest unoccupied space if that space is occupied.

This action fails if the target creature has not broken any laws.

JP Gift

At 7th level, you can grant some of your power to a deserving friend. As an action, you can expend one spell slot to restore a spell slot of equal or lower level to a creature you can see within 5 feet of you. Alternatively, as a bonus action, you can expend one spell slot to restore expended hit points equal to 5 x the level of the expended spell spell to your Lay On Hands hit point pool.

Once you have used this feature, you can't use it again until you finish a long rest.

Abate

At 15th level, you can bend the laws in your favour. As an action, you can grant one creature immunity from all magical laws in combat until the start of your next turn.

Once you have used this feature, you can't use it again until you finish a long rest.

Lawmaster Bulwark

At 20th level, you gain the ability to become a paragon of law. As a bonus action, you can gain the following effects for 1 minute:

  • You have resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
  • As an action, you can force a creature you can see within 30 feet of you to make a Strength saving throw. On a failed save, the target is restrained. An affected creature can repeat the save as an action on their turn, ending the effect on a success.
  • You are unaffected by breaking combat laws.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Yellow Card

Wondrous item, rare


A yellow card is issued by a Judge when a creature breaks a combat law. Once issued, a creature cannot discard the yellow card until absolved by a Judge. Each yellow card is unique, and has one of the following effects:

  • The yellow card requires attunement. Once a creature is issued the yellow card, they automatically attune to it, overwriting an existing attunement if necessary. A creature cannot break their attunement to the yellow card until a Judge absolves them.
  • While a creature is issued this yellow card, they cannot drink potions.
  • While a creature is issued this yellow card, the creature has to pay an appropriate GP fine. The yellow card is then discarded.
  • While a creature is issued this card, they suffer a -2 penalty to attack and damage rolls.

A yellow card may also have a different effect the DM determines appropriate for the broken law.

Magical Laws

The Oath of the Judgemaster is intended to be a faithful recreation of the Judgemaster class - the personal class of Cid Randell - from Final Fantasy Tactics Advance. As such, several of the class features become more powerful when used with an aspect of the origin game: The Law system. Here are some example laws in addition to the Invoke Law options to use if you wish to include them in your games.

Ban Potions. A creature violates this law if they drink any potion.

Ban Ganging Up. A creature violates this law if they make an attack while flanking.

Ban Specific Class Abilities. A creature violates this law if they use a class ability. Abilities such as Extra Attack or Spellcasting do not count against this law.

Ban Copycats. A creature violates this law if they take the same action as the creature before them in initiative.

Ban AOE. A creature violates this law if they cause damage in an area of effect.

Ban HP Restoration. A creature violates this law if they restore hit points to themself or another creature.


Make sure that laws also affect enemy creatures that violate them!

A creature that violates a law may also be issued a Yellow Card, an item that appears in this class description.

Rogue: Juggler

A master of hiding in plain sight, rogues who take up the trade of the juggler are as comfortable entertaining as they are in the heat of battle. Their antics allow them to support their allies and annoy their enemies in equal measure.

Weapon Juggle

Starting when you choose this archetype at 3rd level, you gain a new way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you make a thrown weapon attack against the creature and you don't have disadvantage on the attack roll. All other rules for sneak attack still apply to you.

Additionally, when you make a thrown weapon attack, you can draw a weapon with the thrown property as part of the same action.

Finally, when you attack with an improvised weapon, it gains the thrown property (range 20/60).

Performer

Also at 3rd level, you gain proficiency in the Performance skill. If you already have this proficiency, you gain proficiency in another skill of your choice.

Juggler's Talent

At 9th level, your talent in juggling allows you to juggle your thrown weapons off of even your enemies. When you make a thrown weapon attack, you can use your bonus action to cause the weapon to immediately return to your hand.

Cup of Life

At 9th level, you can even juggle excess healing magic. When you regain hit points and the total amount of hit points you recieve is greater than your max hit points, you can choose one creature within 30 feet of you (no action required). That creature gains temporary hit points equal to the excess hit points restored.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once), regaining all expended uses when you finish a long rest.

Trickster's Knife

At 13th level, your experience as a trickster allows you to slip some underhanded tricks into your routine. When you damage a creature with your Sneak Attack ability, you can


force that creature to make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failed save, until the end of your next turn, the creature is inflicted with one ailment of your choice from the following list: Blinded, poisoned, restrained, or stunned.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Trickster's Rend

At 17th level, your mastery of trickery allows you to strike fiercely and without mercy. When you make an attack against a creature suffering from a status ailment, the attack is automatically a critical hit.

Bestiary


Many historians think that the worlds of Gaia and beyond originally splintered off from the Forgotten Realms aeons ago, and as such there are many similarities between the two realities. However, after many years, many things have changed as well. Monsters and magic foreign to the Realms run wild in these distant worlds. Here is a small bestiary of some of the monsters yet unknown to the Realms.



Antlion

Large beast, unaligned


  • Armor Class 15 (natural armour)
  • Hit Points 51 (6d10 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 17 (+3) 4 (-4) 11 (+0) 4 (-4)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages none
  • Challenge 6

Actions

Multiattack. The antlion makes two Pincer attacks.

Pincer. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 11 (1d12 + 4) piercing damage.

Mandible Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage, and the target must make a Constitution saving throw. On a failed save, the target is paralyzed for 1 minute.

Sandstorm (Recharge 5/6). The antlion spits a heavy stream of sand in a 30-foot cone in front of it. Each creature within range must make a Strength saving throw (DC 14). On a failed save, a creature takes 3d6 bludgeoning damage and is blinded for 1 minute. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success. On a successful save, a creature takes half as much damage and suffers no additional effects.

Reactions

Counter. When the antlion is damaged by a weapon attack from a creature within 10 feet of it, it can use its reaction to use its Pincer action against the creature that damaged it.

Antlion

Normally docile, the large antlions sometimes turn aggressive when exposed to extraplanar energy. Their thick carapaces protect them against physical attacks, and they are quick to lash out at weapons that strike against them. Even when docile, antlions will defent themselves fiercly when attacked.

Antlions produce a crystal-like substance known as a Sand Ruby. This substance, when powdered, acts as a sort of cure-all for ailments, especially those caused by heat. Considering that antlions live in arid environments, Sand Rubies are most used to cure heatstroke or desert fever.

Antlion mucous is dangerous and has paralytic properties, making hunting for Sand Rubies very dangerous. Antlions more often than not end up causing more of the ailments that hunters are trying to cure with the Sand Rubies!

Bombs


These living explosives transform the rage building within them into bursting energy. This in turn causes them to grow, sometimes to incredible sizes. Several different species of bomb exist. The common thread between all of them is their ability to detonate their own bodies as a last-ditch effort to take down attackers, even at the cost of their own life.

Fire Bomb

Volatile even by bomb standards, fire bombs are aggressive and charge at anything that moves.

Ice Bomb

Ice bombs freeze their prey before they eat it. However, their preferred food is magical energy.

Lightning Bomb

Exceptionally quick, lightning bombs strike with the force of thunder.



Fire Bomb

Small elemental, chaotic neutral


  • Armor Class 13
  • Hit Points 40 (4d12 + 16)
  • Speed 0 ft., 40 ft. flying (hover)

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 19 (+4) 7 (-2) 7 (-2) 16 (+3)

  • Condition Immunities prone
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Ignean
  • Challenge 4

Absorption. When the bomb takes fire damage, it instead regains hit points equal to the damage it would have taken and grows one size larger.

Rage. If the bomb takes more than 10 damage from a single attack, it regains 20 hit points and grows one size larger.

Self-Destruct. If the bomb starts its turn with fewer than 20 hit points, it immediately uses its Explosion action.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6 - 1) bludgeoning damage.

Fire Bolt. Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit: 11 (2d10) fire damage.

Explosion. The bomb detonates itself. Each creature within a range equal to 5 feet plus 5 feet for every size category above Small the bomb currently is of the bomb must make a Dexterity saving throw (DC 13). On a failed save, a creature takes fire damage equal to 1d10 plus 1d10 fire damage for each size category above Small the bomb currently is. On a successful save, a creature takes half damage.


Ice Bomb

Small elemental, chaotic neutral


  • Armor Class 13
  • Hit Points 40 (4d12 + 16)
  • Speed 0 ft., 40 ft. flying (hover)

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 19 (+4) 7 (-2) 7 (-2) 16 (+3)

  • Condition Immunities prone
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Aquan
  • Challenge 4

Absorption. When the bomb takes cold damage, it instead regains hit points equal to the damage it would have taken and grows one size larger.

Rage. If the bomb takes more than 10 damage from a single attack, it regains 20 hit points and grows one size larger.

Self-Destruct. If the bomb starts its turn with fewer than 20 hit points, it immediately uses its Explosion action.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6 - 1) bludgeoning damage.

Chill Bolt. Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit: 11 (2d8) cold damage and the target's movement speed is reduced by 10 feet until the end of their next turn.

Explosion. The bomb detonates itself. Each creature within a range equal to 5 feet plus 5 feet for every size category above Small the bomb currently is of the bomb must make a Dexterity saving throw (DC 13). On a failed save, a creature takes cold damage equal to 1d10 plus 1d10 cold damage for each size category above Small the bomb currently is. On a successful save, a creature takes half damage.


Lightning Bomb

Small elemental, chaotic neutral


  • Armor Class 13
  • Hit Points 40 (4d12 + 16)
  • Speed 0 ft., 50 ft. flying (hover)

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 19 (+4) 7 (-2) 7 (-2) 16 (+3)

  • Condition Immunities prone
  • Damage Immunities lightning
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Auran
  • Challenge 4

Absorption. When the bomb takes lightning damage, it instead regains hit points equal to the damage it would have taken and grows one size larger.

Rage. If the bomb takes more than 10 damage from a single attack, it regains 20 hit points and grows one size larger.

Self-Destruct. If the bomb starts its turn with fewer than 20 hit points, it immediately uses its Explosion action.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6 - 1) bludgeoning damage.

Jolt Bolt. Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit: 11 (2d10) lightning damage.

Explosion. The bomb detonates itself. Each creature within a range equal to 5 feet plus 5 feet for every size category above Small the bomb currently is of the bomb must make a Dexterity saving throw (DC 13). On a failed save, a creature takes lightning damage equal to 1d10 plus 1d10 lightning damage for each size category above Small the bomb currently is. On a successful save, a creature takes half damage.

Mom Bomb

Once a bomb reaches a certain age or consumes enough power, it grows into a mom bomb. These large, powerful bombs grow more bombs in the form of energy clusters within itself that mature and are released when the mom bomb ruptures.


Mom Bomb

Medium elemental, chaotic neutral


  • Armor Class 16 (natural armour)
  • Hit Points 80 (8d12 + 32)
  • Speed 0 ft., 40 ft. flying (hover)

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 19 (+4) 7 (-2) 9 (-1) 18 (+4)

  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Primordial
  • Challenge 8

Rage. If the mom bomb takes more than 20 damage in a single turn, it regains 40 hit points and grows one size larger.

Mother of Bombs. When the mom bomb is reduced to 0 hit points, it explodes. Each creature within a range equal to 10 feet plus 5 feet for every size category above Medium the mom bomb currently is of the mom bomb must make a Dexterity saving throw (DC 15). On a failed save, a creature takes force damage equal to 2d12 plus another 1d12 force damage for each size category above Medium the mom bomb currently is. On a successful save, a creature takes half as much damage. Additionally, when the mom bomb explodes, it creates 1d4 + 2 new bombs that appear in the nearest unoccupied space.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) bludgeoning damage.

Blue Flame. Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit 16 (2d12 + 4) force damage.

Cactuar

Cactuars are cactus-like beings that live in deserts. Despite their appearence, cactuars dislike water and will hide underground when it rains. They have their own language consisting of squeaks and warbles, and lash together needles from their own bodies to use their 1000 Needles attacks, which suggests that cactuars are in fact intelligent enough for tool use.



Cactuar

Small plant, unaligned


  • Armor Class 11
  • Hit Points 86(1d4 + 5)
  • Speed 30ft., burrow 10 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 13 (+1) 7 (-2) 11 (+0) 7 (-2)

  • Damage Vulnerabilities fire
  • Senses darkvision 30 ft., passive Perception 10
  • Languages Cactuar
  • Challenge 2

Actions

Needle. Ranged Weapon Attack: +4 to hit, range 60ft., one target. Hit 6 (1d6 + 2) piercing damage.

Hide (Recharge 3-6). The cactuar hides underground, granting itself three-quarters cover against attacks.

Reactions

1000 Needles (can only be used while hidden). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft./range 60 ft., one target. Hit: 20 (4d6 + 8) piercing damage.

Demon Wall

"Ah, so that's it - easy to get in, and hard to get out."

- Edge the Ninja

What originally looked to be an ordinary wall suddenly springs forth, sliding slowly and surely forward to crush you.

Demon walls often appear in crypts or temples to protect against thieves. Barely sentient, they are usually just intelligent enough to recognize robbers. Some demon walls after many years no longer recognize their creators and will trap and kill them, allowing none to pass into their domain, so demon walls are most often made by the truly mad - or truly desperate.



Demon Wall

Gargantuan construct, neutral evil


  • Armor Class 19 (natural armour)
  • Hit Points (15d10 + 90)
  • Speed 20ft.

STR DEX CON INT WIS CHA
21 (+5) 5 (-3) 22 (+6) 3 (-4) 7 (-2) 3 (-4)

  • Condition Immunities charmed, frightened, grappled, petrified, poisoned, prone, restrained
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses blindsight 60 ft., passive Perception 8
  • Languages speaks the languages of its creator
  • Challenge 15

Special Form. The demon wall occupies an area 60 feet long and 10 feet wide.

Actions

Crush. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 29 (4d12 + 5) bludgeoning damage.

Petrif-Eye. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 15 (2d10 + 5) force damage and the target must make a Constitution saving throw (DC 18). On a failed save, the target starts turning to stone and must make another Constitution saving throw at the end of each of their turns. On a successful save, the effect ends. After 3 failed saves, the target is petrified. While petrified in this way, the target has vulnerability to bludgeoning damage.

Eidolons


Powerful beings who dwell in another reality, eidolons can be called forth to do battle by those who can summon monsters. Eidolons range from harmless to godlike in their power, and each individual eidolon has their own personality and is unique. Once an eidolon bonds to a summoner, no other being can call it forth unless the connection is severed.

An eidolon is obediant to its summoner after its bond is created, so in the wrong hands eidolons can and have wrecked havoc on the world. While eidolons can end their own service at any time, most are content to stick with a master, regardless of that master's attitude or goals, as long as they do not bring physical harm to the eidolon.



Ark

Gargantuan construct (eidolon), neutral


  • Armor Class 21 (natural armour)
  • Hit Points 210 (21d10 + 105)
  • Speed 40ft., 90 ft. flying (hover)

STR DEX CON INT WIS CHA
23 (+6) 23 (+6) 21 (+5) 19 (+4) 17 (+3) 13 (+1)

  • Saving Throws Str +13, Con +12, Cha +8
  • Condition Immunities charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances cold, fire, lightning
  • Senses darkvision 120ft., passive Perception 14
  • Languages understands the languages its summoner speaks
  • Challenge 21

Flyby. Ark does not trigger opportunity attacks while moving.

Summoner Bond. Ark can telepathically speak to its summoner while they are on the same plane.

Immutable Form. Ark is immune to spells and magical effects that would alter its form.

Actions

Multiattack. Ark makes two Dark Photon attacks and one Boomerang Bayonet attack, then uses Eternal Darkness if it is available.

Dark Photon. Ranged Weapon Attack: +13 to hit, range 120ft., one target. Hit 36 (6d10 + 6) necrotic damage.

Boomerang Bayonet. Ranged Weapon Attack: +13 to hit, range 60ft., one target. Hit 24 (6d6 + 6) slashing damage. If the initial attacks hits, Ark can repeat the attack against a second creature within 30 feet of the first target.

Eternal Darkness (Recharge 6). Ark fires a salvo of lasers at a point within range. Each creature in a 20-foot radius sphere around that point must succeed on a Dexterity saving throw (DC 21), taking 60 (10d12) necrotic damage on a failed save or half as much on a successful save.

Ark

An eidolon born from the myths and legends of an ultimate warship, Ark protects an artifact of powerful magical force on a red moon from its home plane. When summoned, it will destroy all in its path with a salvo of dark lasers.

Although Ark appears to be purely mechanical on the outside, those summoners who have dared to venture beneath Ark's lower decks speak that it is powered by an enormous, beating heart, as though from a living creature. This heart appears to be incredibly resistant to damage, though it is theorized that if one could break the heart, Ark would cease to function.

Atomos

Atomos lives in a cavern deep below the surface of the moon where it delights in its creation of a maze that bends the rules of space and time. Other than that, its origins are a mystery. Since eidolons are born from wishes and desires of the people of Gaia, it can only be assumed that Atomos was born from wishes of destruction.


Atomos

Huge fiend (eidolon), neutral


  • Armor Class 19
  • Hit Points 242 (22d10 + 132)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 23 (+6) 15 (+2) 15 (+2) 9 (-1)

  • Condition Immunities charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances acid, radiant
  • Senses darkvision 120 ft., passive Perception 12
  • Languages understands the languages its summoner speaks
  • Challenge 22

Summoner Bond. Atomos can telepathically speak to its summoner while they are on the same plane.

Wormhole. When a creature comes within 20 feet of Atomos for the first time on a turn or starts its turn there, it must make a DC 21 Strength saving throw. On a failed save, the creature is teleported to a demiplane of crushing darkness and gravity within Atomos. A creature can only be freed from this demiplane by use of the plane shift spell or similar magic, or if Atomos is killed. A creature within this demiplane takes 36 (6d12) force damage at the start of each of its turns. If this damage reduces a creature's HP to zero, they are crushed to dust, along with any nonmagical equipment they are carrying.

Actions

Comet. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (5d8 + 5) force damage.

Slowga. Atomos targets one creature within 60 feet of itself. The target creature must succeed on a DC 21 Constitution saving throw or suffer disadvantage on all saves made against Atomos' Wormhole feature until the end of its next turn.

G-Force 199 (Recharge 5-6). Atomos increases the range of its Wormhole feature by 30 feet until the start of its next turn.

Bismarck

Bismarck was born from the desires of sailors to make it home to port safely. It patrols the waters, protecting those at sea with its mournful song.


Bismarck

Huge beast (eidolon), neutral good


  • Armor Class 16 (natural armour)
  • Hit Points 232 (15d10 + 150)
  • Speed 10ft., 90ft swim

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 21 (+5) 15 (+2) 17 (+3) 13 (+1)

  • Condition Immunities charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 19
  • Languages understands the languages its summon speaks
  • Challenge 15

Summoner Bond. Bismarck can telepathically speak to its summoner while they are on the same plane.

Amphibious. Bismarck can breathe both air and water.

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 24 (4d10 + 4) bludgeoning damage.

Breach Blast. Ranged Weapon Attack: +7 to hit, reach 60ft., one target. Hit: 19 (4d8 + 3) cold damage and the target's movement speed is reduced by 10 feet until the end of its next turn.

Sea Song (Recharge 5-6). Every creature within 120 feet of Bismarck that can hear it must succeed on a DC 16 Charisma saving throw. On a failed save, it is charmed by Bismarck. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Carbuncle

Carbuncle is an eidolon that eats precious stones and hides within rainbow hues. By itself it is not very strong, but it desires above all else to protect its summoner. It was born from wishes of protection.


Carbuncle

Tiny fae (eidolon), neutral good


  • Armor Class 13
  • Hit Points 5 (1d6 + 1)
  • Speed 35 ft., 10 ft. fly

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 17 (+3) 16 (+3) 17 (+3)

  • Condition Immunities paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages understands the languages its summoner speaks
  • Challenge 1/2

Summoner Bond. Carbuncle can telepathically speak to its summoner while they are on the same plane.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) piercing damage.

Ruby Light (1/day). The carbuncle grants a friendly creature within 30 feet of it 5 temporary hit points. While the creature has these hit points, it has advantage on saving throws against spells or other magical effects.

Maduin

Maduin is the gatekeeper to the realm of the eidolons, watching over all travel in and out. He is patient and wise, but fierce in combat.

In the past, he ventured out into the world of mortals, and when he returned, he had a human bride.

Carbuncle Familiar

Spellcasters who are sensitive to other planes may wish to summon forth a carbuncle to serve as a familiar. A carbuncle wishes to protect its master, so they serve as loyal companions. A carbuncle serving as a familiar has the following trait.

Familiar. The carbuncle can serve another creature as a familiar, forming a deeper telepathic bond with its willing master, provided the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the carbuncle senses as long as they are within 1 mile of each other. If its master causes it physical harm, the carbuncle will end its service as a familiar, breaking the telepathic bond.



Maduin

Medium celestial (eidolon), neutral good


  • Armor Class 16 (natural armour)
  • Hit Points 72 (1d4 + 5)
  • Speed 30ft., 30 ft. flying

STR DEX CON INT WIS CHA
19 (+4) 19 (+4) 20 (+5) 18 (+4) 15 (+2) 18 (+4)

  • Condition Immunities paralyzed, petrified, poisoned
  • Senses darkvision 120ft., passive Perception 12
  • Languages understands the languages his summoner speaks
  • Challenge 17

Chaos Form. Any creature that deals damage to Maduin while within 5 feet of him take 2d6 force damage.

Flyby. Maduin's movement doesn't prvoke opportunity attacks.

Innate Magic. Maduin can cast the following spells at will.

  • Cantrips: mage hand, fire bolt, ray of frost
  • Spells: chaos bolt (cast at 3rd level)

Summoner Bond. Maduin can telepathically speak to his summoner while they are on the same plane.

Actions

Multiattack. Maduin casts a spell and uses Chaos Wave, if it is available.

Chaos Wave (Recharge 5-6). Every creature within 30 feet of Maduin must succeed on a DC 18 Wisdom saving throw. On a failed save, a creature takes 4d8 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

Chaos Wave
d8 Damage Type
1 acid
2 cold
3 fire
4 force
5 lightning
6 poison
7 psychic
8 thunder

On a successful save, a creature takes half as much damage.

Legendary Actions

Maduin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Maduin regains spent legendary actions at the start of his turn.

Dash. Maduin moves up to his speed.

Cantrip. Maduin casts a cantrip.

Chaos Control (Costs 2 actions). Maduin recharges and uses Chaos Wave.

Ramuh

Ramuh is a wise sage and among the oldest eidolons. Born from a desire for knowledge and enlightenment, he watches over the mortal realm for those in need of advice.


Ramuh

Large celestial (eidolon), lawful neutral


  • Armor Class 13 (16 with mage armour)
  • Hit Points 80 (20d6 + 20)
  • Speed 30ft., 60 ft. flying (hover)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 23 (+6) 21 (+5) 17 (+3)

  • Condition Immunities paralyzed, petrified, poisoned
  • Senses passive Perception 15
  • Languages understands the languages his summoner speaks
  • Challenge 19

Spellcasting. Ramuh is a 20th level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He has the following wizard spells prepared:

  • Cantrips (at will): chill touch, dancing lights, gust, mage hand, shocking grasp
  • 1st level (4 slots): absorb elements, chromatic orb, mage armour, magic missile, witch bolt
  • 2nd level (3 slots): blur, dragon's breath, shatter, warding wind
  • 3rd level (3 slots): fly, lightning bolt, thunder step
  • 4th level (3 slots): dimension door, elemental bane, storm sphere
  • 5th level (3 slots): far step, Rary's telepathic bond, wall of force
  • 6th level (2 slots): arcane gate, investiture of wind, scatter
  • 7th level (2 slots): etherealness, whirlwind
  • 8th level (1 slot): control weather, illusory dragon
  • 9th level (1 slot): foresight

Summoner Bond. Ramuh can telepathically speak to his summoner while they are on the same plane.

Actions

Scepter. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 6 (1d8 + 1) bludgeoning damage plus 10 (2d10) lightning damage.

Judgement Bolt (Recharge 6). Ramuh hurls his scepter down to a point he can see within 60 feet of him before striking it with heavenly lightning. Every creature within a 30-foot radius sphere of the scepter must make a Constitution saving throw, taking 20d6 lightning damage on a failed save or half as much on a successful save.


Sylph

Tiny fae (eidolon), neutral


  • Armor Class 18
  • Hit Points 6 (2d6)
  • Speed 20ft., 60 ft. flying

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 11 (+0) 15 (+2) 17 (+3) 16 (+3)

  • Condition Immunities paralyzed, poisoned
  • Senses darkvision 120 ft., passive Perception
  • Languages understands the languages its summoner speaks
  • Challenge 2

Summoner Bond. Sylph can telepathically speak to its summoner while they are on the same plane.

Flyby. Sylph's movement doesn't provoke opportunity attacks.

Actions

Whispering Wind. Ranged Spell Attack: + to hit, range 120ft., one target. Hit 6 (1d6 + 3) radiant damage. If the target is a friendly creature, it instead restores 6 (1d6 + 3) hit points to that creature.

Vanish (Recharge 5-6). The sylph turns invisible until the start of its next turn or it uses its Whispering Wind action.

Sylph

A faerie born from the winds of change and the dreams of the free-spirited. They can vanish from sight, and use this ability to play pranks on other eidolons.

Gilgamesh

An eccentric wandering weapons collector and mercenary. In his search for the legendary blade Excalibur, he has seen many imitation blades. His manners are odd, but his armour is undeniably well-made. In battle, he becomes an unstoppable force; with a weapon in each of his eight hands.


Gilgamesh

Large humanoid (eight-handed-one), chaotic neutral


  • Armor Class 20 (plate, shield)
  • Hit Points 198 (18d10 + 108)
  • Speed 40ft.

STR DEX CON INT WIS CHA
21 (+5) 20 (+5) 22 (+6) 8 (-1) 15 (+2) 17 (+3)

  • Saving Throws Dex +11, Wis +8
  • Condition Immunities charmed
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 12
  • Languages Common, Dwarvish
  • Challenge 18

Champion. Gilgamesh's weapon attacks score a critical hit on a roll of 18-20.

Excalibur. All of Gilgamesh's weapon attacks are considered magical for the purposes of overcoming resistances and immunities, and deal an additional 1d10 radiant damage (included in attacks).

Indomitable (3/day). Gilgamesh rerolls a failed save.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, Gilgamesh regains 20 hit points.

Actions

Multiattack. Gilgamesh makes 6 attacks - two with his longswords, one with his glaive, one with his morningstar, one with his spear, and one with his warhammer.

Longsword. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 10 (1d8 + 5) slashing damage plus 6 (1d10) radiant damage,

Glaive. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 11 (1d10 + 5) slashing damage plus 6 (1d10) radiant damage.

Morningstar. Melee Weapon Attacl: +11 to hit, reach 5ft., one target. Hit: 10 (1d8 + 5) piercing damage plus 6 (1d10) radiant damage.

Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 5) piercing damage plus 6 (1d10) radiant damage.

Warhammer. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage plus 6 (1d10) radiant damage.

Magic Weapons


Through the rifts, from the worlds of Terra, Gaia, and beyond, come many magical items as well. Wartorn worlds as they are, many of these items are weapons. Noted here are a few of those mighty magical artifacts from the worlds beyond.

Abel's Lance

Weapon (pike), very rare (requires attunement)


The long red ribbon tied around this polearm flutters in the breeze, even when there is no wind. You have a +2 bonus to attack and damage rolls made with this magic weapon.

While you are holding Abel's Lance, you can cast the investiture of wind spell from it. Once you do so, Abel's Lance regains the ability to do so again at the next dawn.

Air Anchor

Weapon (heavy crossbow), very rare


This unique weapon was one of the many favoured tools of a tinkerer king. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Once per turn when you hit a creature with an attack made with the Air Anchor, you can cause that creature to be enveloped in superheated energy. If that creature willingly moves 5 or more feet before the start of your next turn, the creature takes 4d6 fire damage. The effect then ends.

Auto-Crossbow

Weapon (heavy crossbow), very rare


This modified crossbow combines magic with technology. Thanks to the modifications of a tinkerer king, it features a rotating bolt magazine and an automatic draw. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The Auto-Crossbow ignores the ammunition and loading properties. Additionally, when you take the Attack action and attack with the Auto-Crossbow, you can make an additional attack as part of the action.

Deathbringer

Weapon (shortsword), rare (requires attunement)


This sword's blade is as red as blood. A finely cut onyx stone is set within the crossguard. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Deathbringer has 3 charges. While you are holding Deathbringer, you can use your bonus action and expend 1 charge to empower the sword. The next attack you make with Deathbringer deals an additional 2d10 necrotic damage.

Deathbringer regains all expended charges at midnight.

Dragon Whisker

Weapon (whip), rare (requires attunement)


This whip's handle is carved from the bone of a dragon and decorated with inlaid gemstones. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Any attack made with Dragon Whisker against a dragon are automatically critical hits.

Flarehammer

Weapon (warhammer), rare (requires attunement)


This long-shafted hammer radiates heat. The metal of it is tinted red, and the head is decorated with rubies. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Attacks made with the Flarehammer deal an additional 1d6 fire damage. Additionally, you can use your bonus action while holding the Flarehammer to empower it with magical flame. For the next minute or until you dismiss the effect (no action required), your range with the Flarehammer increases by 5ft.

Genji Glove

Wondrous item, rare (requires attunement)


A gauntlet of unmistakably fine craftsmanship. According to legend, this gauntlet's original wielder defeated an entire opposing army single-handedly.

While you are attuned to the Genji Glove, you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. Additionally, when you take the Attack action and attack with a weapon you are holding in two hands, you can make an additional weapon attack as part of the Attack action.

Gilgamesh's Spear

Weapon (glaive), very rare (requires attunement)


The preferred weapon of the wandering weapons collector Gilgamesh. Like the rest of his equipment, this polearm is remarkably well-made. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

While you are attuned to this weapon, when a creature enters your melee range, you can use your reaction to make an attack with this weapon against that creature. Additionally, you gain an additional reaction per round, which can only be used to take this reaction.

Kain's Spear

Weapon (halberd), very rare (requires attunement)


This black-steel lance was once wielded by a dragon knight of legend. It feels sharp enough to cut the air itself. You have a +3 bonus to attack and damage rolls made with this magic weapon.

While you are holding Kain's Lance, you can cast the compelled duel spell at will, using Strength as your spellcasting modifier.

Lightbringer

Weapon (longsword), legendary (requires attunement by a paladin)


The blade of this sword gleams with holy energy. It was once wielded by a warrior-king who turned his back on the path of darkness to walk the road of the paladin. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Attacks made with Lightbringer deal an additional 1d8 radiant damage. Additionally, attacks made with Lightbringer have advantage on all attacks against aberrations, fiends, and undead.

Lightbringer has 8 charges. As a bonus action, you can expend charges to cast the following spells, using your Charisma as the spellcasting modifier: searing smite (1 charge), branding smite (2 charges), staggering smite (4 charges), or banishing smite (8 charges). Lightbringer regains 1d6 + 2 expended charges every dawn.

Save the Queen

Weapon (longsword), very rare (requires attunement)


A treasured sword once wielded by a renowned general. It cuts through magic as easily as armour. You have a +3 bonus to attack and damage rolls made with this magic weapon.

While you are holding Save the Queen, you can your your reaction to impose disadvantage on any weapon attack made against you or a creature within 5 feet of you.

Scorpion Tail

Weapon (flail), rare (requires attunement)


A flail designed to mimic a scorpion's sting. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Scorpion Tail's attacks deal an additional 1d8 poison damage. Additionally, you can cast the Melf's minute meteors spell from the flail, using Intelligence as the spellcasting ability. Once you cast the spell in this way, Scorpion Tail regains the ability to do so again at dusk.

Twin Harp

Instrument (lyre), rare (requires attunement by a bard)


Twin harps are enchanted instruments created in pairs. Only one of the paired harps needs to be attuned to. While you are holding one of a paired set of twin harps, any creature holding the other harp is a valid target for your bard spells or bardic inspiration regardless of range. Additionally, any music played on one twin harp resonates and is played in tandem on the paired harp. If the two harps are within 30 feet of each other, the music is instead played in harmony with itself.

Ultima Weapon

Weapon (greatsword), artifact


Known by some as the mightiest weapon ever forged, the Ultima Weapon has taken many different forms over the years. When a hero rises, the Ultima Weapon will appear to match them. You have a +4 bonus to attack and damage rolls made with this magic weapon.

While you are holding Ultima Weapon, you can use your action to cast any spell of 8th level or lower from it, using Strength as your spellcasting ability. Once you do so, Ultima Weapon regains the ability to do so after 3 days have passed.

Zwill Crossblade

Weapon (dagger), very rare (requires attunement)


A runic-bladed dagger sought by a legendary adventurer. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Additionally, while you are attuned to the Zwill Crossblade, you can add your proficiency bonus to your Armour Class if you are unarmoured or wearing light armour. Finally, when you take the Attack action and attack with a weapon you are holding in one hand, you may make an attack with the Zwill Crossblade as a bonus action.