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A guide to cursed magic items of the forgotten realms.

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Published by lucasfelipesert, 2020-05-29 23:18:40

Dark Magic of Faerun

A guide to cursed magic items of the forgotten realms.

Keywords: D&D 5e,Magic Items,Guide book,dark

DARK MAGIC
of
FAERÛN

R P Davis

Magic Items for Villians

Dark Magic of Faerûn

Credits Contents

Designer: R P Davis Credits...................................................................2
Editor: Kass McGann About the Author................................................2
Executive Producer: Fil Kearney Introduction...........................................................3
Producers: R P Davis’s Patreon Patrons Poisons......................................................................3
Poison Descriptions.............................................3
Art Armor & Shields.....................................................5
Special Abilities....................................................5
Cover Image: Wren Hunter, Freehand Transmute Armor Descriptions.............................................6
Interior Art: Some artwork (c) 2020 Dean Spencer, used Weapons...................................................................8
with permission. All rights reserved.; Publisher's Choice Special Abilities....................................................8
Quality Stock Art (c) Rick Hershey / Fat Goblin Games; Weapon Descriptions..........................................9
A. Lee - Art Fantasies; Claudio Casini; Wizards of the Coast, Miscellaneous Magic...........................................12
Nathanaël Roux Wondrous Items................................................12
Rings...................................................................17
Bibliography Rods.....................................................................19
Staffs....................................................................20
The magic items in this book are converted from the Cursed Items..........................................................21
following 3rd Edition titles: Cursed Item Descriptions.................................21
Divine Boons .........................................................22
Book of Vile Darkness (2011) You Might Also Like........................................... 23
Book of Vile Darkness (2002)
Champions of Ruin (2005)
City of Splendors: Waterdeep (2005)
Lords of Darkness (2001)
Serpent Kingdoms (2004)
Underdark (2003)

About the Author

R P Davis is a best-selling freelance writer, editor, and adventure
designer who’s been writing games since the 1980s. He’s a
Mithral-best-selling author on DMs Guild, and he’s written
for The One Ring Roleplaying Game, Pugmire, Scarred Lands, and
Odysseys & Overlords. You can find him on Facebook, Twitter, and
the Kabouter Games website. Help him keep making games (and
become a Producer!) by becoming his patron on Patreon!

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other

countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such

material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.

All other original material in this work is copyright 2020 by R P Davis & Kabouter Games
and published under the Community Content Agreement for Dungeon Masters Guild.

2

You know how I stayed alive this long? All these Poisons
years? Fear. The spectacle of fearsome acts. Somebody steals from
me, I cut off his hands. He offends me, I cut out his tongue. He rises While not precisely magical, poisons
against me, I cut off his head, stick it on a pike, raise it high up so are refined through alchemy, which is
all on the streets can see. That’s what preserves the order of things. certainly adjacent to magic, practiced by
Fear. wizards throughout the known universe.
Moreover, creatures dedicated to evil use
—Bill the Butcher poisons as a matter of course. It is only
meet that they are discussed in detail.
Introduction
Poisons vary wildly in how they’re used, the effects they
Faerûn is soaked in magic. From the produce, and how they’re created. Below is an assortment
lowliest cantrip to the mightiest, world- of poisons to supplement those listed in the Dungeon
changing spell, magic threads its way Masters Guide.
through the lives of even the most Poisons Table
mundane denizen of the Forgotten Realms.
Magical objects range from simple trinkets, Item Type Price per dose (gp)
like a pair of slippers that magically keep your feet warm, to Amasstarte Inhaled 750
unfathomable artifacts capable of bending if not shattering Battasss Inhaled 1,000
the very fabric of space and time. Blue Frog Paste Injury 500
Cave Terror Ingested 200
In Faerûn, heroes quest for magic, either to keep it Duthlah’hass Inhaled 2,000
themselves to aid them in their adventures or to seize it from Ektharisss Inhaled 750
the hands of a nefarious villain. Other books in this series Faele Inhaled 1,250
detail items suitable for heroes. This book takes a different Hooloond Inhaled 1,500
tack: It gives you an assortment of thoroughly evil items, Jalass Inhaled 1,000
foul things that only the most despicable villain would find Laeriss Inhaled 300
attractive, meant for the discerning and calculating Dungeon Ruusstantar Inhaled 750
Master to season a campaign with repulsive flavor. Sickstone Unguent Injury 1,500
Sleep Poison Injury 300
Villains employ the same magic items available to heroes. Sleep-Smoke Inhaled 50
Villains also use magic items that only appeal to wicked Sssartisss Injury 400
people, those who dominate, horrify, or peel the skin off Stun Gas Inhaled 50
other people while they're still alive. These items and Ts’ous Ingested 400
abilities, while not necessarily evil themselves, are ideally Ulathlasss Inhaled 1,500
suited to evil use. Virile Madness Ingested 1,200

If experience is anything to go by, players of all alignments Poison Descriptions
will be outfitting their characters with them within a few
minutes of opening this book. Each type of poison has its own debilitating effects.
Amasstarte. Green smoke shot through with glittering
That's players for you.
As always, each item has been carefully updated to 5th silver flecks hallmarks this poison. A creature subjected
Edition from sourcebooks dating to previous editions. to this poison must make a DC 13 Constitution saving
Note: You'll no doubt notice that this book breaks with throw. On a failure, for 1 minute the creature is poisoned
the 5th Edition standard of listing an ability score with a skill and affected as though by a slow spell. A the start of each of
name when a check or bonus is indicated. This is deliberate. its turns, the creature repeat the saving throw, ending the
I encourage DMs to think as laterally as their players when effects on itself on a success.
considering which ability applies to a particular check.
Battasss. This reddish smoke carries a rank smell of burned
R P Davis milk. A creature subjected to this poison must succeed on
a DC 14 Constitution saving throw or be poisoned for 1
hour. If the saving throw fails by 5 or more, the creature is
also unconscious while poisoned in this way. The creature
wakes up if it takes damage or if another creature takes an
action to shake it awake.

Blue Frog Paste. The lizardfolk of Chult know that the
otherwise harmless bright blue frogs of the deep jungle
secrete a unique poison. Mixing it with other natural

3

substances produces a highly toxic oil suitable for applying takes half as much damage and isn’t poisoned. In addition, an
to weapons. A creature subjected to this poison must make affected creature takes 3 (1d6) poison damage at the start of
a DC 16 Constitution saving throw, taking 26 (8d6) poison each of its turns. At the end of each of its turns, an affected
damage on a failed save, or half as much damage on a creature can repeat the saving throw, ending the effects on
successful one. itself on a success.

Cave Terror. Distilled from certain fungi found only in Sickstone Unguent. A paste made from a variety of
the deepest caverns, cave terror is often used to lace food. ingredients, including some known only to duergar and
A creature subjected to this poison must make a DC 16 illithids, this powerful poison is often used by duergar
Constitution saving throw. On a failure, the creature is against surface dwellers. A creature subjected to this poison
affected as though by a confusion spell for 1d6 hours. must succeed on a DC 15 Constitution saving throw or
become poisoned for 4d6 hours. A creature poisoned in this
Duthlah’hass. The smoke produced by duthlah’hass is way is incapacitated.
yellowish and stings the eyes and nostrils. A creature
subjected to this poison must make a DC 16 Constitution Sleep Poison. Chultan lizardfolk have developed a
saving throw. On a failure, the creature is affected as though technique for distilling the extract of several jungle plants
by a feeblemind spell for 1d6 hours. to produce a poison that renders enemies unconscious. A
creature subjected to this poison must succeed on a DC
Ektharisss. The smoke of this poison is a deep purple 14 Constitution saving throw or be poisoned for 1 hour.
tinged with blue, and has a pronounced citrus aroma. A If the saving throw fails by 5 or more, the creature is also
creature subjected to this poison must succeed on a DC 16 unconscious while poisoned in this way. The creature wakes
Constitution saving throw or again a level of exhaustion and up if it takes damage or if another creature takes an action to
be poisoned for 1 hour. shake it awake.

Faele. Producing a dark blue smoke that smells like rotting
flesh, faele saps strength and stamina. A creature subjected
to this poison must succeed on a DC 16 Constitution saving
throw or have disadvantage on melee weapon attacks,
as well as Strength and Constitution checks and saving
throws, for 1 hour.

Hooloond. Hoolond generates a yellow smoke with tendrils
of red smoke. Altogether, it is a smoke that resembles
licking flames. The scent of hooloond smoke is often
described as the minty smell of fresh-cut jungle foliage. A
creature subjected to this poison must succeed on a DC
16 Constitution saving throw or take 12 (4d6) poison
damage, and must repeat the saving throw at the start
of each of its turns. On each successive failed save, the
character takes 6 (2d6) poison damage. After three
successful saves, the poison ends.

Jalasss. This poison produces white smoke shot
with rainbow-colored bands of pearly iridescence. It
smells like burning paint. A creature subjected to this
poison must succeed on a DC 16 Constitution saving
throw or be stunned for 1 minute. The creature can
repeat the saving throw at the start of each of its
turns, ending the effect on itself on a success.

Laeriss. Laeriss produces thin, wispy brown
smoke that smells like olive oil when it gets too
hot. A creature subjected to this poison must
make a DC 14 Constitution saving throw. On
a failure, a creature is poisoned for 1 hour, and
takes 2d6 poison and 2d6 acid damage. On a
success, a creature takes half as much damage
and isn’t poisoned.

Ruusstantar. The misty green smoke
produced by this poison is shot through with
ribbons of purple, and it smells like freshly
crushed grapes. A creature subjected to this
poison must make a DC 15 Constitution
saving throw. On a failure, a creature takes
10 (3d6) poison damage and is poisoned
for 1 minute. On a success, a creature

4

Sleep-Smoke. Used primarily by agents of the Xanathar Armor & Shields
Thieves’ Guild for kidnapping, sleep-smoke is a dark-gray,
smoky gas that rapidly dissipates when released into the air. Villains are, just as much as heroes,
As an action, you can throw a packet to a point within 60 fond of keeping their precious bodily
feet, creating a 20-foot-radius sphere of smoke. A creature in fluids on the inside where they belong.
the radius must make a DC 14 Constitution saving throw or Without thick, leathery skin, hard scales,
fall unconscious for 1 minute, the sleeper takes damage, or or a chitinous carapace, for humans and
someone uses an action to shake or slap the sleeper awake. humanoids armor will have to suffice.

Sssartisss. A distillate of the venoms of several kinds Special Abilities
of venomous snakes, sssartisss has a bitter smell. A
creature subjected to this poison must succeed on a DC 13 Some armor and shields have a special magical ability
Constitution saving throw, taking 15 (5d6) poison damage which only triggers by your command or under a specific
on a failed save, or half as much damage on a successful one. circumstance. These special abilities can be conferred on
any armor or shield, and are often conferred on protective
Stun Gas. The svirfneblin brew this poison by boiling rare gear destined to receive AC bonuses as part of the
Underdark mushrooms and distilling the fluid. It can be enchantment process.
stored as a liquid, but when the oil interacts with air, the
poison is released as a puff of gas. The deep gnomes create Adding a special ability to a piece of armor or shield
special, glass-headed darts to hold it and throw them at increases the rarity of the item by one degree, and an item
specific enemies or at the walls of caverns to disable large which only bears a special ability is Uncommon. In addition,
groups. A creature subjected to this poison must succeed on a if the original item doesn’t require attunement, conferring
DC 13 Constitution saving throw or be stunned until the end the special ability means the modified item requires
of its next turn. attunement. Finally, adding a second special ability increases
the item’s rarity by another step. For example, a +1 shield
Ts’ous. This poison is a mixture of cobra venom and the is Uncommon. A +1 drowcraft shield is Rare, a +1 drowcraft
extracts of several poisonous plants. It smells like overripe gnashing shield is Very Rare, a +2 drowcraft gnashing shield is
fruit, which makes it easy to disguise it in strongly flavored Legendary, etc.
food or drink. A creature subjected to this poison must make
a DC 12 Constitution saving throw. On a failed save, it The following special abilities are presented in
takes 12 (2d12) poison damage and is poisoned for 24 hours. alphabetical order.
On a successful save, the creature takes half damage and
isn’t poisoned. Darksoul Protection

Ulathlasss. The dull, heavy, green smoke generated by this Prized by the forces of darkness, darksoul protection items help
poison sinks to the floor as it is produced, and has the aroma you resist effects commonly used against evil creatures.
of roasting meat. A creature subjected to this poison must
make a DC 18 Constitution saving throw. On a failed save, it While you wear the armor, you have resistance to
takes an amount of poison damage equal to half its hit point radiant damage.
maximum and is paralyzed for 1 hour.
Demonmight Ward
Virile Madness. A mixture of powdered rare earths and
magical rocks boiled in various alchemical fluids, virile Wrought deep in the Nine Hells for use not against demons
madness is a dangerous, tempting poison. It enhances the in the Blood War but against good creatures, your defenses
imbiber’s physical traits while degrading their mental powers increase the more powerful your opponent becomes.
considerably. A creature subjected to this poison must
make a DC 18 Constitution saving throw. On a failed save, You have a +1 bonus to AC against attacks from good
its Strength and Constitution ability scores are increased creatures. This bonus increases to +2 against attacks from
to 20, but its Intelligence and Wisdom ability scores are good celestials.
reduced to 3.
Drowcraft
Demonmight Ward Shield
Once in regular use by drow Houses, drowcraft armor has
fallen out of favor with drow warriors. Nevertheless, it
remains powerful.

While you wear the armor and remain in an area of
faerzress, this magic armor grants you a +2 bonus to AC.

Gnashing

Gnashing armor is crafted to depict terrifying creatures that
look like they’re made of teeth. It is said that the first suit of
gnashing armor was crafted by a cleric of Tiamat using teeth
from wyrmlings specially sacrificed to that cause. It is readily
apparent that the faces in the armor bear expressions of
vicious cruelty, baring their teeth and snarling in defiance.

5

While you wear the armor, whenever a creature Armor Descriptions
successfully grapples you, the snarling mouths animate and
bit your foe. The creature grappling you takes 1d6 piercing Like every other kind of magic item,
damage. In addition, while it grapples you, it takes 1d6 magical armors are usually designed for
piercing damage at the start of each of its turns. a specific purpose, whether to prevent
its wearer from getting hurt or allowing
Halfweight them to do a specific thing. Magic armor
designed and crafted by villains (or their
Carefully crafted by certain denizens of the Underdark to minions) is no different.
grant their warriors an advantage in battle, these armors are
examples of exceptional craftsmanship. Cortical Armor

You are proficient with this armor even if you lack Armor (plate), legendary (requires attunement)
proficiency with medium or heavy armor.
Designed by illithids and crafted by their servants, cortical
Hideous armor protects the wearer from harm, both from physical
and mental attack. It is formed of cunningly articulated, leaf-
A hideous item is embellished with bits of flesh, skulls, teeth, thin steel plates that always exude a mucous-like substance.
dried viscera, and other disgusting horrors. It emits an odor
of rotting meat, and creatures within 5 feet of you hear the While you wear the armor, you have a +1 bonus to AC.
sound of buzzing flies. In addition, you are protected as though you were under the
effects of a mind blank spell.
While you wear the item you have advantage on
Intimidation checks you make. However, you have Exoarmor
disadvantage on Persuasion and Stealth checks.
Armor (plate), legendary (requires attunement)
Malleable
Another suit of armor designed by illithids for their
When donned, this armor carefully and magically molds most trusted bodyguards, exoarmor is composed of bulky,
itself to the wearer. Those inhabitants of caverns and caves reinforced metallic plates and braces interwoven between
who value their mobility prize them. thin metallic layers that make the wearer look as though they
wear an insect’s carapace.
While you wear the armor, you can move through a space
that is large enough for a creature one size smaller than you While you wear the armor, you have a +1 bonus to AC. In
without squeezing. addition, your Strength and Constitution scores increase by
2, up to a maximum of 22.
Ocular
Fleshshifter
An item with this property grants all-around vision, making
it difficult to sneak up on or surprise you. Legends tell Armor (leather or studded leather), rare
that long ago a small cult of humanoids living in Skullport
under Waterdeep venerated a degenerate beholder as a Made from the stitched-together skins of sentient
god. This beholder crafted some magic items to reward its humanoids, the dark enchantments in this armor lets you
worshippers. change your appearance.

Armor and shields with this property feature multiple You have a +1 bonus to AC while you wear this armor. In
small eyes on stalks. While you wear it, you can’t be addition, as an action you can use the armor's magic to cast
surprised, and you have advantage on initiative rolls the alter self spell. Once you use this ability, you can’t use it
and Perception and Investigation checks you make again until you finish a short or long rest.
involving sight.
Grim Defender
A blindness spell cast on you negates the item’s abilities for
the duration of the spell. Armor (breastplate), rare (requires attunement)

Xornhide Festooned with the grimacing, leering faces of fiends, this
armor allows you to transfer your pain to another.
Though not literally made from the stony hide of a xorn, this
armor’s magic lets you move like one. You have a +1 bonus to AC while you wear this armor.
In addition, when you take damage from a melee weapon
While you wear the armor, you can use a bonus action attack, you can use your reaction to cause another creature
to speak the armor’s command word. When you do, you you can see within 100 feet of you to take the damage
gain a burrow speed of 20 feet for 1 minute. Once you use instead. The target can make a DC 16 Constitution saving
this ability, you can’t use it again until you finish a short throw. On a failure, it takes the damage. Once you use this
or long rest. ability, you can’t use it again until you finish a long rest.

6

Hellsteel • You have resistance to bludgeoning, piercing, and slashing
damage from ranged weapons.
Hellsteel
• You understand any spoken language you hear. Moreover,
Armor (plate), legendary (requires attunement) when you speak, any creature that knows at least one
language and can hear you understands what you say.
This dark, red-veined plate armor can sheath its wearer In addition to its useful functions, the shield has its pitfalls:
in a protective fiery aura. An Abishai armorsmith named
Nirzayal crafted the first Hellsteel armor, but other suits Gargauth still inhabits the shield, and can communicate
have appeared since. Made from the scales of a remorhaz directly through the shield with its wielder. The archdevil
tempered in the fires of the Nine Hells, red veins like employs a snarling, cruel voice when doing so. Gargauth
flickering sparks run through the plates. hears words spoken within 30 feet of the shield. While you
wear the shield, the Hidden Lord whispers to you, and his
While you wear the armor, you have a +1 bonus to AC base urgings are hard to resist. At the start of each of your
and you have resistance to fire damage. In addition, as an turns, you must make a DC 20 Wisdom saving throw or be
action you can speak the armor’s command word to cast compelled to commit an act of cruelty or betrayal within the
the fire shield spell (warm shield only). Once you use this next 24 hours.
ability you can’t use it again until you finish a short or long
rest. Finally, even if the fire shield property isn’t activated, a Slicing Defender
creature that grapples you takes 1d8 fire damage at the start
of each of its turns. Armor (scale), rare (requires attunement)

If your alignment is good or neutral, none of the armor’s Made of layer after layer of razor-sharp scales, this armor
abilities function, and your AC decreases by 2, as the armor punishes creatures that try to grapple you.
makes you sluggish.
You have a +1 bonus to AC while you wear this armor.
Shield of the Hidden Lord When a creature grapples you, it takes 2d8 slashing damage.

Armor (shield), legendary (requires attunement) In addition, you can launch up to 6 of the armor's scales,
which streak to the air to strike your foes. Make a ranged
The origin of this wondrous item is not widely known, weapon attack for each scale. You have a +1 bonus to hit
though sages who have studied it suspect it might have and damage rolls you make with the scales, which are magic
been first used in a battle on the Fields of the Dead, east of weapons and deal 1d6 slashing damage each. Once you use
Baldur’s Gate. this ability, you can’t use it again until you finish a long rest.

Crafted from pure mithral, the shield is inlaid with The Truth of the Shield
hundreds of tiny diamonds, emeralds, rubies, and sapphires The Shield of the Hidden Lord was once wielded
that form the shape of a snarling, bestial face. by the Archdevil Gargauth during the Blood Wars.
Banished from the Nine Hells for some misdeed
While holding this shield, you have a +2 bonus to AC. In so foul that even fiends turned up their noses at it,
addition, you have the following additional powers: Gargauth wandered the other planes of existence,
eventually settling on Toril. He nearly became a
demigod at one point, amassing a widespread cult.
However, during the Spellplague the cult was
crushed by an unprecedented alliance of the churches
of Bane, Bhaal, Loviatar, and Talona, and
Gargauth himself was trapped within his shield.

7

Weapons After you score a hit one a living creature with a ravenous
weapon and deal damage, subsequent hits you score against
Just as armor keeps a villain’s precious that creature deal an extra 2d6 damage of the weapon’s type.
bodily fluids on the inside where they belong,
weapons permit villains (or their agents and This ability can only be applied to a melee weapon that
minions) to release an enemy’s soul to its final deals piercing or slashing damage.
reward—or simply cause them unimaginable
agony. Smoking

Special Abilities Perhaps the first of these items came from where the
Elemental Plane of Fire meets the Plane of Air. No one
As with armor and shields, some weapons have a special, knows for sure.
triggered magical ability. These special abilities can be
conferred on any weapon, and are often conferred on As an action, you can use the item’s power to cast the
weapons destined to receive bonuses to hit and damage as stinking cloud spell centered on the item. Once you use this
part of the enchantment process. ability, you can’t use it again until you finish a long rest.

Adding a special ability to a weapon increases the rarity Souldrinking
of the item by one degree, and a weapon which only bears
a special ability is Uncommon. In addition, if the original Whenever a souldrinking weapon deals damage, the target
weapon doesn’t require attunement, conferring the special must make a DC 14 Constitution saving throw. On a failure,
ability means the modified item requires attunement. the target loses a Hit Die. On a critical hit, the target loses 2
Adding multiple abilities affects weapons as specified under Hit Dice), and the wielder gains 2d8 temporary hit points.
Armor & Shields. The lost Hit Dice are restored after the target finishes a long
rest. If a target is reduced to 0 or Hit Dice, it dies.
The following special abilities are presented in
alphabetical order. Spellstrike

Blindsighted A spellstrike weapon allows you to transfer some or all of the
weapon’s enhancement bonus as a bonus to saving throws
While it’s unsheathed, the weapon constantly issues faint you make to avoid spells and spell-like effects. You choose
whispers only you can hear. You gain blindsight out to a how to allocate the weapon’s enhancement bonus at the
range of 30 feet. start of your turn before using the weapon, and the effect
on saving throws lasts until the start of your next turn.
Bloodthirsty This bonus stacks with all other bonuses that benefit your
saving throws.
When you reduce a living creature to 0 hit points with this
weapon, you gain 1d6 temporary hit points. Spellstrike Rapier

Corrosive

You can use a bonus action to speak the weapon’s command
word and cause it to become slick with a layer of acid.

While the weapon oozes acid, it deals an extra 1d6 acid
damage to any target it hits. The acid lasts until you use a
bonus action to speak the command word again or until you
drop or sheathe the weapon.

Bows, crossbows, and slings with this ability bestow the
acid energy upon their ammunition.

Cursespewing

Whenever a cursespewing weapon deals damage, the target
must make a DC 14 Wisdom saving throw. On a failure, the
target rolls a d4 and subtracts it from the next attack roll,
saving throw, or ability check it makes.

Ravenous

Adorned with teeth and fangs, ravenous weapons make
appalling sucking sounds when they slice through living
flesh. When a ravenous weapon wounds a creature, it
acquires a taste for that creature’s flesh and blood.

8

Splitting Blackguard's Blade

Carved with V-shaped runes and markings, splitting Weapon (longsword), rare
weapons cause ammunition fired from it to break into two
identical missiles, each of which streak toward the target. The blade of this foul sword is made of black iron and is
covered in evil symbols.
Both missiles are identical, and both must be aimed at the
same target. Make separate attack rolls for the missiles. You gain a +1 bonus to hit and damage rolls you make with
this magic weapon. When you hit a good-aligned creature
Strength Sapping with it, the creature takes an extra 3d6 slashing damage.

Every time a strength sapping weapon deals damage, the target Charnel Reaver
must make a DC 14 Strength saving throw. On a failure, the
target gains a level of exhaustion. Weapon (battleaxe), rare

Vile This dwarven war axe, created by duergar smiths, utterly
consumes the physical form of any living creature it slays.
You can use a bonus action to speak the weapon's command
word and cause it to radiate necrotic energy. You have a +2 bonus to attack and damage rolls you make
with this magic weapon. When you reduce a creature to 0
While it does so, it deals an extra 1d6 necrotic damage to hit points with it, the creature's body is reduced to mist and
any target it hits. The extra damage effect lasts until you use a wafts away. The creature can be restored to life only by
bonus action to speak the command word again or until you means of a true resurrection or a wish spell.
drop or sheathe the weapon.
Ebon Lash
Bows, crossbows, and slings with this ability bestow the
necrotic energy upon their ammunition. Weapon (whip), rare

Viper Created by and for the Red Wizards and their agents, these
black whips affect the minds of creatures they strike.
You can use a bonus action to speak the weapon’s command
word and cause it to transform into a venomous serpent. You have a +1 bonus to hit and damage rolls that you make
with this magic weapon.
A viper weapon with the Versatile or Reach properties
transforms into a giant poisonous snake, and all others In addition, when you score a hit with it against a creature,
transform into a poisonous snake. the target must make a DC 12 Wisdom saving throw.
On a failure, the creature is incapacitated until the end of
Each viper disappears when it drops to 0 hit points or after its next turn.
1 minute. The viper is friendly to you and your companions.
Roll initiative for the viper, which has its own turns. It obeys Finally, as an action, you can use the whip’s magic to cast
any verbal commands that you issue to it (no action required the charm person spell. Once you use this ability, you can’t use
by you). If you don’t issue any commands to it, it defends it again until you finish a long rest.
itself from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.  Everchanging Blade

Once you use this ability, you can't use it again until 24 Weapon (longsword), very rare (requires attunement)
hours have passed.
Nobody knows from whence these weapons come, but
Weapon Descriptions their magical ability is profound. In one moment, it can be a
simple knife. In another, it can be any single-handed weapon
Like armor and shields, many magic weapons are specifically its owner wants it to be.
designed to accomplish a certain task, from keeping unruly
slaves in line to slaying good creatures more easily. You have a +1 bonus to hit and damage rolls that you make
with this magic weapon.
Angelkiller
As an action, you can speak the weapon’s command word,
Weapon (greatsword), rare (requires attunement) causing it to expand or contract into any single-handed
simple or martial weapon you choose. No matter what its
When you hit a celestial with this magic weapon, that form, it retains its +1 bonus.
creature takes an extra 2d6 necrotic damage. If the target
has 25 hit points or fewer after taking this damage, it must
succeed on a DC 15 Wisdom saving throw or be destroyed.
On a success, the creature becomes frightened of you until
the end of your next turn.

9

Final Rest a notched and rusty blade. In darkness, all its flaws fade and a
soft violet light washes the weapon from point to pommel.
Weapon (longsword), rare
An assassin’s weapon if ever there was one, it is a
While such weapons are usually found in the hands of good weapon forged for dark deeds that works best when
(or at least neutral) crusaders who loathe the undead, sages cloaked in shadow.
in Impiltur are convinced these swords were instead created
to provide a certain amount of insurance for necromancers. While you hold the dagger, you have darkvision out to a
Ancient scrolls from Nar and Raumathar suggest that these range of 60 feet.
ornate swords were enchanted by necromancers and given
to guards whose task was to stand by and watch while the While you're in darkness, you have a +1 bonus to hit
necromancers worked; if any of their undead creations and damage rolls you make with this magic weapon. While
showed too much unlife, the guards were charged to use you're in bright light, you have a -2 penalty to hit and
their swords to send the foul death-spawn to their final rest, damage rolls you make with this weapon, which isn't magic.
hence the name. In dim light, the dagger is a normal weapon.

You have a +1 bonus to hit and damage rolls made with In addition, as an action you can use the dagger's magic to
this magic weapon. When you hit an undead with this cast the darkness spell. You can see through darkness created
weapon, the undead takes an extra 3d6 slashing damage. in this way.

Hand Spinneret Nightblade

Weapon (hand crossbow), very rare (requires attunement) Weapon (dagger), rare

As all know, the drow of Menzoberranzan, Ched Nasad, The Red Wizards of Thay craft these black-bladed daggers
and other Underdark cities have a high regard for hand for their many spies.
crossbows. Certain favored agents of the matron mothers are
given hand spinnerets to aid them in their missions. You have a +1 bonus to hit and damage rolls that you make
with this magic weapon.
You have a +2 bonus to hit and damage rolls that you
make with this magic weapon. In addition, as an action, you In addition, when you hit a good-aligned creature with
can use the weapon’s magic to cast the web spell. Once you it, that creature must succeed on a DC 16 Wisdom saving
use this ability, you can’t use it again until you finish a short throw or be frightened of you for 1 minute. The creature can
or long rest. repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.
Harrowheart
Final Rest
Weapon (rapier), very rare (requires attunement)

Drow smiths created these needle-sharp swords at the
behest of Bregan d'Aerthe, who issue them to their most
trusted agents.

You have a +2 bonus to attack and damage rolls you
make with this magic weapon. In addition, when you score
a critical hit with it against a good-aligned creature, the
damage is tripled rather than doubled.

Manyfang Dagger

Weapon (dagger), very rare

A manyfang dagger looks like a normal dagger, but when it
hits, three blades of magical force spring out from the main
blade, stabbing and slicing the same target, then winking into
nothingness again.

You have a +1 bonus to hit and damage rolls that you make
with this magic weapon.

In addition, when you score a hit with it, roll the damage
dice four times and add them together.

Midnight Blade

Weapon (dagger), very rare (requires attunement)

When inspected in the bright light of day a midnight blade
masks its true potential, appearing as a common dagger with

10

Scourge of Fangs target takes an extra 1d8 lightning damage. In addition, as an
action you can use the weapon’s magic to cast the lightning
Weapon (flail), rare bolt spell. Once you use this ability, you can’t use it again until
you finish a short or long rest.
Favored by the yuan-ti and drow clerics of Lolth, a scourge of
fangs has a handle made of adamantine and five serpentine Trespasser
constructs as lashes.
Weapon (greatsword), legendary (requires attunement)
You have a +1 bonus to hit and damage rolls that you make
with this magic weapon. Deep in the Underdark—and hidden in other places in the
world—the mind flayers weave their intricate and nefarious
When you score a hit with it, the serpents strike, dealing plots. Illithids create powerful items with which they arm
2d4 slashing damage instead of bludgeoning damage. In their servants, and Trespasser is one of the most famous.
addition, the target must make a DC 14 Constitution saving
throw. On a failure, the target takes an extra 2d4 poison Trespasser was last seen in the hands of the Dead Rats gang
damage and is poisoned for 1 minute. On a success, it takes in Neverwinter, who stole it from the remnants of the illithid
half as much poison damage and isn’t poisoned. A creature colony when the Underchasm was sealed. Whether they still
can repeat the saving throw at the end of each of its turns, have it is unknown.
ending the effect on itself on a success.
You have a +2 bonus to hit and damage rolls that you make
If a good-aligned creature tries to wield the scourge, the with this magic weapon.
first time the scourge is used in combat the snakes attack the
wielder instead of the intended target. When you score a critical hit with this weapon, its blade
sprouts writhing, metallic tentacles along the cutting edges.
Scourge of Tiamat The blade shears off the top of the target’s skull, and the
tentacles pull out its brain. The creature dies if it can’t
Weapon (whip), very rare (requires attunement) survive without the lost brain. A creature is immune to this
effect if it is immune to slashing damage, doesn’t have or
These corrosive viper whips are greatly prized by priests need a head, has legendary actions, or the GM decides that
of Tiamat. The weapons were first devised in an ancient the creature is too big for its head to be cut off with this
sarrukh realm located in what is now southern Mulhorand, weapon. Such a creature instead takes an extra 6d8 slashing
and it is no longer known how they’re made. Most of the damage from the hit.
existing scourges of Tiamat have been recovered from the
scattered remnants of sarrukh civilization. Trespasser

In addition to its normal properties, as an action you can
use a scourge of Tiamat to spit its corrosive venom up to 30
feet as a ranged weapon attack. On a hit, the target takes 1d6
acid damage, 1d6 poison damage, and must succeed on a DC
16 Constitution saving throw or be poisoned for 1 minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Skull Blade

Weapon (longsword), rare

These foul weapons bear the symbol of Cyric on blade and
hilt, and are highly prized by priests of the Lord of Lies.
Devotees of Cyric traveling incognito usually obscure the
hilt in some way to prevent the symbols from being seen, but
leave the mark on the blade uncovered, since it’s only seen
when the blade is unsheathed.

You have a +2 bonus to hit and damage rolls that you make
with this magic spellstrike weapon.

Storm Star

Weapon (morningstar), legendary (requires attunement)

These ancient weapons were forged at the height of ancient
Netheril, during its golden age. Very few remain, and those
that still exist were closely held in the City of Shade. Storm
stars were typically wielded only by members of a noble
family or elite military officers. When not in use, it appears
to be a normal morningstar, but when held it crackles with
spectacular arcs of electricity.

You have a +2 bonus to hit and damage rolls that you make
with this magic weapon. When you score a hit with it, the

11

Miscellaneous Magic Belt of the Dread Emperor

Many magic items were designed to Wondrous item, legendary (requires attunement by a spellcaster)
defeat evil (for example, maces of
disruption, which destroy the foul undead). This thick leather belt is embossed with figures cowering in
In the same way, many magic items in fear. There are six lengths of chain attached to the belt, and
common use today were once exclusively at the end of each chain is a shiny steel manacle.
associated with villains and evildoers.
Daggers of venom, for example, were created by yuan-ti. While you wear the belt, if a willing (or dominated or
Hereafter follows a selection of miscellaneous magic items helpless) humanoid creature is attached to the belt by a
created with nefarious intent. chain and a manacle, you can draw magical energy from that
creature to power your spells. As an action, you can cast a
Wondrous Items spell you have prepared by using a chained creature's hit
points instead of expending a spell slot. A chained creature
Many, storied, and clever are the magic items used by takes necrotic damage equal to 10 times the slot level you
villains, from poisoned apples that put maidens to sleep to want to use. For example, a 2nd-level spell causes 20 necrotic
gauntlets that strip flesh from bone, from flowers that poison damage, and an 8th-level spell slot causes 80 necrotic
lovers to staves that let you melt into shadow. Hereafter damage. You can only draw from one creature at a time. If
follows a selection of villainous magic. the chained creature does not have enough hit points left to
power a desired spell, the spell fails and the creature dies. If a
Antimagic Torc creature is reduced to 0 hit points in this way, it dies, and its
body is instantly reduced to ash.
Wondrous item, legendary (requires attunement)
The creature can be restored to life only by means of a true
Little is known about these ornate golden neckbands, save resurrection or a wish spell.
that they are of a fantastic age. The design is like nothing
seen in Faerûn. Bracers of Suffering

While you wear the torc, you can use an action to speak its Wondrous item, uncommon (requires attunement)
command word to cast the antimagic field spell on yourself.
Once you use this ability, you can’t use it again until you Ennui defines a shadar-kai's existence. Some go so far as to
finish a long rest. mutilate themselves so they can at least feel something, no
matter how small. Shadar-kai call bracers of suffering "gal-
Antimagic Torc ralan" and wear them to help focus the mind.

12 When you attune to the bracers, the spines inside bite
deep into the flesh. Roll a hit die, add your Constitution
modifier (if any), and subtract that number from your hit
point maximum. In addition, while you wear the bracers
you gain a +1 bonus to saving throws you make against
charm and dominate spells, as well as the incapacitated and
stunned conditions.

Boots of Tremorsense

Wondrous item, uncommon (requires attunement)

Dwarves of Mithral Hall captured a pair of these boots from
a duergar raiding party and brought them to Silverymoon for
identification.

While you wear the boots, you have tremorsense out to a
range of 60 feet.

Camellia Of The Black Lady

Wondrous item, very rare

A beautiful, creamy-white flower that beguiles, then
punishes, those who displease you, these blossoms were
created for the Black Lady, a notorious assassin and devotee
of the goddess Shar. The Black Lady was beauty, grace, and
poise personified, and surrounded herself with the scent of
sweet flowers from the camellias she wore in her hair.

At first glance, a camellia seems a simple, mundane
flower. On closer inspection, the shapes of the inner petals
of the flower suggest unsettling, depraved forms. The
bloom has a sickly-sweet, overpowering odor that carries a
considerable distance.

As an action, you can use the camellia’s magic to target a these days; sages say it’s obvious the Netherese mined out all
creature within range that can see, hear, and understand existing veins of chardalyn ore.
you. The target must succeed on a DC 18 Wisdom saving
throw or be affected as though by a dominate person spell When you find a chardalyn, you can make a DC 14
for 1 minute. Intelligence (Arcana) check. On a success, you identify the
spell the rock holds and what spell slot level was used to
When the duration ends, the target must make a DC 18 imbue the rock with the spell.
Constitution saving throw, taking 4d10 poison damage on a
failed save, or half as much damage on a successful one. A chardalyn is a light thrown weapon with a range of
20/60. As an action you can throw a chardalyn at a target
Once it’s used, a camellia crumbles to dust and is destroyed. within range. On impact, the spell it contains is released, and
the chardalyn is destroyed.
Cephalometer
Circlet of Seven Serpents
Wondrous item, very rare (requires attunement)
Wondrous item, very rare (requires attunement)
The illithids have created many very strange tools which
resemble magic items but are usually powered by psionics. In Sages say these circlets were devised by the nagas who
any case, evil creatures the world over find them useful. This inhabit the Nagawater and Nagaflow in the ancient empire
set of curved, iron calipers measure a creature’s head size. of Chondath.

As an action, you can fit them to a willing or restrained A circlet is fashioned from a single piece of stone carved
creature’s head. If you do, you can use the cephalometer’s to resemble intertwined snakes. The serpents’ eyes are tiny
power to cast the dominate person or feeblemind spell on that emeralds, and the serpents’ scales are chased with silver
creature. An unwilling creature can make a saving throw and platinum.
listed in the spell’s description, using your spell save DC or
DC 17, whichever is higher. While you wear the circlet, as an action you can cast the
mage hand or true strike cantrips. In addition, as an action
You can attempt to use this ability in combat against an you can use the circlet’s magic to cast the charm monster spell.
unwilling creature within 5 feet of you. Make a melee spell Once you use this latter ability, you can’t use it again until
attack with disadvantage. On a hit, you can use the device as the next dawn.
described above.
Cloak of Stone
In addition to the powers noted above, when you apply
the cephalometer to the head of a willing or restrained subject Wondrous item, rare (requires attunement)
you can conduct a mind probe for up to 10 minutes. An
unwilling subject can make a DC 17 Charisma saving throw; Another example of the very specialized magic devised by
on a success, the cephalometer fails to function. duergar for their slave-taking raiding parties, these mottled
gray cloaks help the wearer blend into natural stone—in
You access all the subject’s memories and knowledge, from some cases literally.
deeply suppressed memories to what the victim had for
lunch. You can can telepathically pose one question, and the While you wear this cloak with its hood up, Wisdom
cephalometer extracts the answer from the subject’s brain and (Perception) checks made to see you have disadvantage, and
relays it directly to yours. These answers are to the best of you have advantage on Dexterity (Stealth) checks made to
the victim’s knowledge. You and the subject needn’t share a hide, as the cloak’s color shifts to camouflage you. Pulling the
language. An unwilling subject can make a DC 17 Charisma hood up or down requires an action.
saving throw; on a success, the cephalometer fails to function.
In addition, as an action you can use the cloak’s magic to
The cephalometer may be used to probe a sleeping subject, cast the meld into stone spell. Once you use this ability, you
and a sleeping subject has disadvantage on the saving throw. can’t use it again until you finish a short or long rest.

Chardalyn Collar of Venom

Wondrous item, very rare Wondrous item, uncommon

The magic of ancient, vanished Netheril was powerful These heavy iron collars are designed to be worn by a pet
indeed. But not only did the Netherese arcanists harness beast or monstrous creature. When a creature wearing the
colossal amounts of magic in spells and artifacts, they also collar scores a hit with a natural attack, the target must make
found natural magic items in their surroundings. a DC 14 Constitution saving throw or be poisoned until the
end of its next turn.
More than 4,000 years ago, Netherese miners discovered
chardalyns. A naturally occurring black rock, a chardalyn Darkvision Invisible Paint
sized to fit into the palm of a human hand can contain a
single spell, much like a scroll or potion. By hurling the Wondrous item, uncommon
rock at a target, the very brittle stone shatters into powder
on impact, releasing the spell. Netherese arcanists typically Devised by surface-dwelling peoples to use against those who
imbued chardalyns with offensive spells like lightning bolt, but dwell in the Underdark, this special alchemical paint matches
also chose spells like forcecage. Chardalyns are never found the shading and colors of the surface to which it is applied,
rendering that item invisible to darkvision. Note the item is
perfectly visible when seen in bright or dim light.

13

Daylight Pellet Flensing Gauntlet

Wondrous item, rare Fang Bead

As is well known, evil creatures often war more amongst Wondrous item, rare
themselves than they do with good people. This nasty
weapon was devised by drow for use against other drow, but Found in a small leather bag containing 1d6 + 2 beads, each
it is equally useful against any creature sensitive to light. bead is a small black orb engraved with a pair of fangs.

Drow wizards take small pieces of crystal, enchant them, As an action, you can throw a bead at a target within 60
then coat them with grease before baking them within a feet of you. On impact, the bead bursts into a swarm of
brittle clay shell. poisonous snakes.

As an action, you can throw a pellet up to 60 feet, where it The swarm disappears when it drops to 0 hit points or
shatters and releases a daylight spell centered on that point. after 1 minute.

Daylight pellets are usually found in pouches containing The swarm is friendly to you and your companions. Roll
3d4 pellets. initiative for the swarm, which has its own turns. They obey
any verbal commands that you issue to them (no action
Drow House Insignia required by you). If you don’t issue any commands to them,
they defend themselves from hostile creatures, but otherwise
Wondrous item, rarity varies (requires attunement) take no actions.

Common among drow elves in good standing with their The GM has the swarm’s statistics.
respective houses, these insignia are incredibly rare
among other creatures, even in the Underdark, much less Fire Elemental Gem
above ground.
Wondrous item, very rare
Cast in a brittle metal, these metal tokens are normally
worn on a chain around the neck. Each bears a symbol of a Always found singly, these red or orange gems are painfully
noble house from a particular drow city; a house present in warm to the touch and glows dimly.
different cities has a different insignia for each city.
As an action, you can smash the gem to cast the conjure
Most insignia have a single minor magical ability that can elemental spell, summoning a fire elemental. Once you use the
be used once per day, usually a spell of 3rd level or lower. gem in this way, it is destroyed.
Typical spells for a house insignia are blur, comprehend
languages, enhance ability, feather fall, jump, read magic, Flensing Gauntlet
shield, spider climb, unseen servant, and water breathing. Those
belonging to powerful drow often contain multiple spells of Wondrous item, very rare (requires attunement)
greater power, like teleport or plane shift. An insignia with a
spell of 3rd level or lower is Uncommon, one with 2 spells is Hideous things worn only by those who delight in causing
Rare, and one with a 4th-level or higher spell is Rare. pain, this glove—liberally festooned with barbs, spikes, and
hooks—is designed to strip flesh from bone.
As an action, you can cast the spell your insignia contains.
Once you use this ability, you can’t use it again until 24 hours As a bonus action, you can activate the gauntlet. If you do,
have passed. your unarmed attacks become magical and deal 1d6 slashing
and 1d6 piercing damage. In addition, a living creature you
Drow House Insignia hit must make a DC 16 Constitution saving throw. On a
failure, the target is incapacitated with excruciating pain until
14 the end of its next turn as the gauntlet tears and rends flesh.

Gauntlet of Disintegration Gloves of Burrowing

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

These powerful leather gloves are often kept as a last-ditch Like the drow, the duergar are very, very clever in the
defense by wizards who agree that the best defense is a good magic items they enchant. These thick leather gauntlets are
offense. Some say they are created by beholders for their festooned with scrawls that bend the mind, presumably a
most trusted minions, but this is madness, since everyone remnant of the duergar’s enslavement by the illithids.
knows beholders trust no one.
While you wear the gloves, you can use an action to speak
While you wear the glove, you can use an action to cast the command word and gain a burrow speed of 20 feet for 10
the disintegrate spell, using your spell save DC or DC 16, minutes. Once you use this ability, you can’t use it again until
whichever is higher. Once you use this ability, you can’t use you finish a short or long rest.
it again until 24 hours have passed.
Greater Piwafwi
Gem of Psychic Poison
Wondrous item, rare (requires attunement)
Wondrous item, very rare (requires attunement)
Seldom given to any save the most trusted of a drow
These gems are purple, shot with streaks of blue. matron mother’s servants—and the term “trusted” is entirely
While it's in your possession, it poisons you so that anyone relative in this context—these black cloaks are treasured by
their wearers.
casting a mind-affecting or divination spell targeting you is
affected with a feeblemind spell. While you wear the cloak, you have all the benefits of a
cloak of elvenkind, and you also have resistance to fire damage.
Girdle of Skulls
Lesser piwafwi are simply cloaks of elvenkind.
Wondrous item, rare
Heaven’s Thorn
This belt can create servants to protect you in battle. By
plucking a skull from the belt, you can call forth a skeleton to Wondrous item, rare
do your bidding.
This dark green, dagger-sized thorn has a sharp point, but it
This girdle has 1d6 + 3 skulls hanging from it. You can use makes a poor weapon because it is too brittle and fragile.
an action to detach a skull and throw it up to 60 feet away.
When it reaches the end of its trajectory, the bead transforms You can make a melee spell or unarmed attack with
into a skeleton. it. When you score a hit with it against a good-aligned
creature, it releases terrible energy, and the target is stunned
Each skeleton disappears when it drops to 0 hit points or for 1d4 rounds.
after an hour passes.
Hook of Dissolution
The skeleton is friendly to you and your companions. Roll
initiative for the skeleton, which has its own turns. It obeys Wondrous item, rare
any verbal commands that you issue to it (no action required
by you). If you don't issue any commands to it, it defends This wicked-looking metal hook is a sharp, rusty hunk of
itself from hostile creatures, but otherwise takes no actions. steel about 9 inches long.

The GM has the skeleton's statistics. As an action, you can skewer a helpless creature. At the
You can hurl multiple skulls, or even the whole girdle, start of each or the creature's turns, it must make a DC 18
as one action. When you do so, increase the number of Constitution saving throw. On a failed save, the creature
skeletons by 1 for each skull beyond the first. takes 3d6 + 15 necrotic damage.

Glove of Venom The target is disintegrated if this damage leaves it with
0 hit points.
Wondrous item, rare (requires attunement)
A disintegrated creature and everything it is wearing and
Coveted by assassins of many lands, these supple gloves are carrying, except magic items, are reduced to a pile of fine
crafted from the skins of venomous snakes or woven from gray dust. The creature can be restored to life only by means
the fur of giant spiders. of a true resurrection or a wish spell.

While you wear the glove, you can use an action to Iron Maiden of Preservation
activate its magic and make an unarmed attack. On a hit, the
target takes 4d10 poison damage. In addition, the target must Wondrous item, rare
make a DC 16 Constitution saving throw or be poisoned for
1 minute. The target can repeat the saving throw at the end This torture device is shaped like a coffin and filled with
of each of its turns, ending the effect on itself on a success. spikes that pierce the flesh. Screams and terror seem to come
from it in waves, even when it's empty.
Once you use this ability, you can’t use it again until you
finish a short or long rest. A creature inside when the lid is closed takes 1d8 piercing
damage, then at the start of each of its turns it takes an
additional 1d8 piercing damage.

At the end of each of its turns, the iron maiden restores
1d8 hit point to a creature inside.

15

Thus, the creature inside may take hours or days to die, Skull of Terror
all the while the constant agony and terror as its wounds are
continually inflicted and then healed. Wondrous item, uncommon (requires attunement)

Necklace of Demons Druids, shamans, and other users of primal magic create
these skulls to drive back those who would despoil the
Wondrous item, very rare wilderness. A creature that beholds a totem finds their
thoughts filled with monstrous images and sensations of pain
This necklace is braided out of human tendons, and has 1d6 and suffering.
+ 3 small black spheres attached to it.
While you display the skull where creatures can see it, you
You can use an action to detach a sphere and throw it up have a +1 bonus to your spell save DC when you cast spells
to 60 feet away. When it reaches the end of its trajectory, the that charm, dominate, or cause fear.
sphere shatters, summoning a demon. 1 sphere summons a
demon of CR 1 or less. Slime Pot

You can hurl multiple spheres, or even the whole necklace, Wondrous item, very rare
as one action. When you do so, increase the CR of the
demon you summon by 1 for each sphere beyond the first. This small black pot has a removable lid and an iron handle.
If you fill the pot with water and some dead animal matter
A demon disappears when it drops to 0 hit points or after (a rat's, a severed hand, or similar) 24 hours later a patch of
an hour passes. green slime has taken its place. By using an action to carefully
dump out the pot's contents, you can place the patch of slime
The demon is friendly to you and your companions. Roll where you want it. You have no control over or immunity
initiative for the demon, which has its own turns. It obeys to the slime.
any verbal commands that you issue to it (no action required
by you). If you don't issue any commands to it, it defends Slippers of Shadow-walking
itself but otherwise take no actions.
Wondrous item, rare (requires attunement)
The GM has the demon's statistics.
Little is known about how these slippers came to be, save
Oil of the Lamia that they are popular among the Shadow Thieves of Amn, as
well as spies and assassins around the Sea of Fallen Stars.
Wondrous item, very rare
When you wear these slippers, whenever you are in dim
The sages of Candlekeep guess the formula for this oil was light or darkness, as a bonus action you can teleport up to 60
created by an evil lamia wizard. Irrespective of its true origin, feet to an unoccupied space you can see that is also in dim
this concoction makes magic items more powerful. light or darkness. You then have advantage on the first melee
attack you make before the end of the turn.
When you apply the oil to a magic item that produces an
effect requiring a creature to make a saving throw, the oil
increases the DC of the saving throw by 2. Applying the oil
takes 1 minute, and the oil lasts for 1 hour. The oil is held in
a small flask and will coat one item, no matter the size.

Sanguine Nostrum

Wondrous item, very rare

Found in a small packet, this powder resembles ashes from a
cremation urn.

As part of a ritual that lasts 1 hour, you mix the sanguine
nostrum with the blood of a sentient creature and sprinkle
the mixture on its still-beating heart, which you then devour.

At the conclusion of the ritual, you gain the benefits of a
foresight spell.

Shriek Paste Oil of the Lamia

Wondrous item, uncommon Shriek Paste

Small pots of this alchemical substance are often carried by
denizens of the Underdark who wish to keep an area secure
from intrusion by light-using above-grounders. It is derived
from the distilled fluids of shriekers.

This ceramic jar, 3 inches in diameter, contains 1d4 + 1
doses of a thick mixture that smells faintly of mushrooms.
The jar and its contents weigh ½ pound. As an action, you
can smear a dose of shriek paste on a surface. Starting at the
end of your turn, when bright light or a creature is within
30 feet of the shriek paste, it emits a shriek audible within 300
feet of it. 

16

Sun Flash Pellet Tome of Books

Wondrous item, rare Web Choker

Like daylight pellets, sun flash pellets were developed by Wondrous item, rare
drow for use against drow, but they are very effective
against creatures sensitive or vulnerable to sunlight, such Another item created and prized by drow priestesses both
as vampires. for its utility and fashion, these necklaces are created from
the woven strands of a giant spider’s web, dyed black
As an action, you can crush a pellet in your hand, where it and festooned with gray spheres consisting of globs of
releases a sunbeam spell. knotted webbing.

Sun flash pellets are much rarer than daylight pellets and are When found, a web choker has 1d6 + 3 spheres hanging
usually found alone. from it. You can use an action to detach a sphere and throw it
up to 60 feet away. When it reaches the end of its trajectory,
Symbol of Demogorgon the sphere detonates as a web spell (save DC 15).

Wondrous item, rare (requires attunement) You can hurl multiple spheres, or even the whole
necklace, as one action. When you do so, increase the area of
This unholy symbol is dedicated to the Prince of Demons, the web by 20 feet for each sphere beyond the first.
and is worn as an amulet.
Rings
While you wear it, your Wisdom score increases by 2, up
to a maximum of 20, and your Charisma score decreases by Small, relatively easy to create, and quite easy to hide and
2, down to a minimum of 3. smuggle, minor magic rings are often used as a form of
trade currency.
Tome of Books
Master Ring
Wondrous item, very rare (requires attunement)
Ring, very rare (requires attunement)
Coveted by spellcasters the multiverse over, these incredibly
rare items were likely developed by Netherese arcanists, if Sages suspect the first set of master and slave rings were first
not the varrukh who predated the elves from whom the developed by an evil Red Wizard of Thay, who concealed the
Netherese first learned the rudiments of magic. A tome of nature of the slave rings (see Cursed Items) until he needed to
books permits a scholar or wizard to carry an entire library enforce his will with the master ring.
within one much smaller book.
While you wear this iron ring, emblazoned with the
Each of a tome of books’s 250 pages can hold an entire symbol of a brooding falcon, as a free action on your turn
book—even a bulky, heavy, wizard’s spellbook. To put you can deal 3d6 necrotic damage to anyone wearing a
another book into the tome of books, as an action you simply slave ring keyed to your master ring. Furthermore, you can
place the book on one of the tome’s blank pages and speak exchange messages with anyone wearing a slave ring, as if
a command word. The book disappears, and an illustration using a sending spell, three times per day. Typically, a master
of the book appears on the tome’s page, along with its title ring has ten slave rings keyed to it.
and a brief synopsis of its contents. You can use an action
to retrieve a book by opening the tome of books to the 17
appropriate page and speaking the command word.

If the tome of books is destroyed, all the books stored in
it are lost.

Vasharan Offal Bag

Wondrous item, rare (requires attunement)

This big burlap sack is filled with dung that always remains
fresh and odiferous. If the bag is ever upended and totally
emptied, it loses all its power.

As an action, you can reach into the back and remove a
giant centipede.

The giant centipede disappears when it drops to 0 hit
points or after an hour passes.

The giant centipede is friendly to you and your
companions. Roll initiative for the giant centipede, which
has its own turns. It obeys any verbal commands that
you issue to it (no action required by you). If you don't
issue any commands to it, it defends itself but otherwise
take no actions.

The GM has the giant centipede's statistics.
Once you use this ability, you can't use it again until 24
hours have passed.

Ring of Antivenom Ring of the Viper

Ring, rare (requires attunement) Ring, rare (requires attunement)

Crafted and worn by those who work around poison and These rings are prized by evil monks of the Order of Long
venomous creatures, these rings are also prized by villains Death, who use them to embody the concept of death and
who gained their position thanks to “robust” methods of pain. They are also sought after by spies, mountebanks,
advancement in evil organizations. and courtesans as cunningly hidden, last-ditch defenses, for
when the hand that wears a ring of the viper strikes exposes
While you wear the ring, you have immunity to poison flesh, the viper carved into the stone animates to bite and
damage, and you have advantage on saving throws you make envenom an enemy.
to avoid the poisoned condition.
When you score a hit against a living target with an
Ring of Domination unarmed strike, the target takes 1 piercing damage. In
addition, the target must make a DC 14 Constitution saving
Ring, legendary (requires attunement) throw. On a failure, the target takes 2d6 poison damage is
poisoned for 1 minute. On a success, the target takes half as
A hag coven forged the ring of domination to steal the hearts much damage and isn’t poisoned. The target can repeat the
of men. The coven had just enough magical power enough to saving throw at the end of each of its turns, ending the effect
construct a single ring, and—hags being hags—when the ring on itself on a success.
was finished the hags turned against each other. While they
fought, their slaves rose up and slew them. Ring of Weeping

While you wear the ring, you have advantage on Ring, rare (requires attunement)
Persuasion, Deception, and Intimidation checks you make.
It is not known who first devised these rings (much less
In addition, as an action you can use the ring's power to why), or what magical formula for enchanting a ring could
cast the dominate person spell. Creatures you target with the go so horribly wrong. Whatever the creator's intent, this
spell have disadvantage on saving throws they make to avoid ring bestows weeping, crippling sadness.
or end it. Once you use this ability, you can’t use it again until
you finish a long rest. As an action, you can touch a sentient humanoid within 5
feet of you. The target must make a DC 11 Wisdom saving
Ring of Thought Detection throw. On a failure, the target is incapacitated until the end
of its next turn, then has disadvantage on attack rolls, saving
Ring, uncommon (requires attunement) throws, and ability checks for 1d4 rounds. Each time you use
the ring to affect a creature, you have a –1 penalty on attack
These rings are used by spies and assassins to gain rolls, saving throws, and ability checks for 1d4 rounds.
information and gauge their victims’ defenses.
Serpent Ring
This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. While wearing the ring, you can Ring, very rare (requires attunement)
use an action to expend 1 of its charges cast the detect
thoughts spell. Yuan-ti who can pass for warm-blooded humanoids,
whether by magic or naturally, often need subtle tokens so
their fellows spare them the gruesome death or enslavement
reserved for sentient creatures that aren’t yuan-ti. They
created these rings to fill that need, though some say the
ancient varrukh first devised them. In any case, the making
of such rings has passed beyond the serpent realms and into
the hands of factions as the Cults of Tiamat and Sset. Non-
yuan-ti in the city of Hlondeth in the Vilhon Reach will pay a
ransom of gold for one.

While you wear the ring, you are immune to poison
damage from snakes, serpents, and reptiles of any kind,
including yuan-ti. In addition, snake beasts refuse
to attack you.

Ring of the Viper

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Rods The rod regains 1d8 + 1 expended charges daily at
midnight. If you expend the rod’s last charge, roll a d20. On a
More powerful but less portable than wands, and less potent 1, the rod crumbles into bone dust and is destroyed.
but more handy than staffs, rods occupy a unique niche in
the hierarchy of magic items. Rod of Webspinning

Celestial Bane Rod Rod, rare (requires attunement)

Rod, very rare Some say these rods were created by drow wizards. Others
point to priestesses of Lolth. In any case, its powers are
Deep blood red in color, this metal rod is about 2 feet long only really attractive to those with an unnatural affinity to
and topped with a curved spike. It was created millennia ago, arachnids. Made of some unknown dark metal, the rods are
during an ancient war between angels and devils. embellished with spider and web designs.

Celestials within 60 feet of the rod have disadvantage on While you hold it, you have a +1 bonus to AC and saving
attack rolls, saving throws, and ability checks. throws against poison. In addition, as an action you can cast
the web spell. Once you use this ability, you can’t use it again
Flesh-Eating Rod until you finish a long rest.

Rod, very rare Finally, you have the following abilities:
Web Sense. While in contact with a web, you know
This black iron rod is carved with the leering faces of the exact location of any other creature in contact with
demons all along its length. The pain and suffering it inflicts the same web.
make it desirable only to the cruelest wielders. Web Walker. You ignore movement restrictions
caused by webbing.
As an action, you can make a melee weapon attack with
this rod. You're proficient with the rod, which counts as Rod of the Dead
a magic weapon. On a hit, the target takes 2d8 necrotic
damage. In addition, for 1 minute, at the start of each of its
turns the target takes an addition 1d8 necrotic damage. At
the end of each of its turns, the target can make a DC 16
Constitution saving throw with disadvantage, ending the
ongoing damage on itself on a success.

Harrow Rod

Rod, very rare

Evil mages often use these black, slightly twisted metal rods
to melt their victims on the rare occasion they get uppity and
cluster together.

As an action, you use the rod's magic to sprays a
cone of acid.

Each creature in a 60-foot cone must make a DC 17
Dexterity saving throw. A creature takes 8d8 acid damage
on a failed save, or half as much damage on a successful one.
Once you use this ability, you can’t use it again until you
finish a short or long rest.

Rod of the Dead

Rod, rare

It is known that these rods were first devised by Netherese
arcanists thousands of years ago. It is thought that the
making of them died with that empire, but more and more
have been seen in recent years, in the hands of necromancers
of the City of Shade and—more distressingly—the Red
Wizards of Thay. It is not known if the Thayans developed
their rods independently or reverse-engineered a Netherese
example, and Szass Tam remains silent.

This rod has 10 charges. While holding it, you can use
an action to expend a charge and touch a corpse with
it. If you do, the corpse animates as though you cast an
animate dead spell.

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Staffs Spells. While holding the staff, you can use an action to
expend some of its charges to cast one of the following spells
Many powerful spellcasters are villains, and some of them from it, using your spell save DC: stone shape (1 charge), wall
spend their time crafting staffs not known to the wider of stone (2 charges), meld into stone (2 charges), or flesh to stone
world, preferring to customize their creations and keep (3 charges).
them close.
Staff of the Underdark
Staff of Shadows
Ring, very rare (requires attunement)
Ring, rare (requires attunement by a spellcaster)
This plain wood staff is highly useful for maneuvering
This staff is carved from ebony enchanted to the hardness of around the Underdark.
tempered steel and is inlaid with mystic runes picked out in
obsidian and jet. Sages in Candlekeep suspect the Shadovar This staff can be wielded as a magic quarterstaff that
retained the secrets of making these staffs from the days of grants a +1 bonus to attack and damage rolls made with it.
ancient Netheril. While holding it, you gain a +1 bonus to Armor Class and
saving throws.
This staff can be wielded as a magic quarterstaff that grants
a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d8 + 2 expended
charges daily at dawn. If you expend the last charge, roll a
The staff has 10 charges. As an action, you can expend 1 d20. On a 1, the staff retains its bonus to attack and damage
or more charges to cast one of the following spells from the rolls but loses all other properties. On a 20, the staff regains
staff, using your spell save DC and spell attack bonus: shadow all charges.
blade (1 charge), shadow of Moil (2 charges).
Spells. While holding the staff, you can use an action to
In addition, as an action you can expend a charge to expend 1 or more charges to cast one of the following spells
conjure a shadow. The shadow appears in an unoccupied from the staff, using your spell save DC and spell attack
space that you can see within range. The shadow disappears bonus, or DC 15, whichever is higher: darkvision (1 charge),
when it drops to 0 hit points or after 1 hour passes. gaseous form (2 charges), passwall (3 charges), find the path
(3 charges).
The shadow is friendly to you and your companions for
the duration. Roll initiative for the shadow, which has its Staff of Stone
own turns. It obeys any verbal commands that you issue to it
(no action required by you). If you don’t issue any commands
to the shadow, it defends itself from hostile creatures but
otherwise takes no actions.

The staff regains 1d8 + 2 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the staff
dissipates like a shadow in the noon sun.

Staff of Spiders

Ring, rare (requires attunement by a spellcaster)

This jet-black staff is inlaid with thin platinum wires in
a web pattern. They’re created by wizards loyal to drow
noble houses, and generally used by those house’s most
trusted agents.

This staff has 10 charges and regains 1d6 + 4 expended
charges daily at dawn. If you expend the last charge, roll a
d20. On a 1, a swarm of miniscule spiders consumes and
destroys the staff, then disperses.

Spells. While holding the staff, you can use an action to
expend a charge to cast one of the following spells from it,
using your spell save DC: conjure animals (spiders only), web,
or spider climb.

Staff of Stone

Ring, rare (requires attunement by a spellcaster)

Duergar are responsible for these staffs, which they make
from petrified wood and use in their mysterious work deep
below the surface.

This staff has 10 charges and regains 1d6 + 4 expended
charges daily at dawn. If you expend the last charge, roll a
d20. On a 1, the staff disappears in a puff of smoke.

20

Cursed Items damage can't be reduced in any way. As an action, you can
make a DC 14 Constitution saving throw, ending the effect
The magic items and alternative on yourself on a success.
rewards presented in this book are all
touched in some way by darkness. Some Potion of Delusion
items are cursed and prevent heroes from
reaching their full potential. Cursed items Wondrous item, rare
often prove a gift as well as a curse, as the
items hereafter show. A potion of delusion always looks like a potion of healing,
and gives the illusion of healing. But it is something
Cursed Item Descriptions else entirely.

Sometimes these items are created by a twisted mind and left When you drink this potion, you feel a surge of energy
for unsuspecting creatures to find and suffer thereby. Other but are surprised to find none of your wounds have healed.
times they're simply the result of an item-enchantment You gain 1d8 + 3 temporary hit points, but lose 1 hit die. In
ritual gone awry. addition, you move up to your movement toward the nearest
creature that is hostile to you.
Boots of Many Steps
Slave Ring
Wondrous item, uncommon (requires attunement)
Ring, uncommon (requires attunement)
These mismatched boots promise always appear to offer
the unmatched mobility of a pair of boots of striding and These rings appear to be rings of protection until they're put
springing. The longer one wears them, the greater the on and attuned.
chance for the curse to manifest; eventually you will make
one too many jumps and disappear into a dark and sinister Cursed. This item is cursed. Attuning to it curses you
realm of endless corridors and featureless passages. unless the wearer of the master ring (see entry in this book)
keyed to it removes it.
While you wear these boots, your walking speed becomes
30 feet, unless your walking speed is higher, and your speed Boots of Many Steps
isn't reduced if you are encumbered or wearing heavy
armor. In addition, you can jump three times the normal
distance, though you can't jump farther than your remaining
movement would allow.

Curse. This item is cursed. Attuning to it curses you until
you are targeted by the remove curse spell or similar magic.
Removing the boots fails to end the curse on you. Whenever
you roll a natural 1 on an attack roll or saving throw, you
disappear into a pocket dimension. At the end of each of
your turns, you can make a DC 12 Charisma saving throw.
On a success, you reappear in the space you last occupied or
in the unoccupied space nearest it.

Cloak of Poison

Wondrous item, rare (requires attunement)

While this infamous cloak can be deadly, it provides
unexpected benefits to those with the courage to wear it.

While you wear the cloak, when a creature hits you with
a melee weapon attack, it must make a DC 14 Constitution
saving throw. On a failure, it takes 2d8 poison damage and
for the next minute at the start of each of its turns it takes
5 (1d8) poison damage. On a success, the target takes half
as much damage and takes no ongoing damage. An affected
creature can repeat the saving throw at the start of each of its
turns, ending the effect on itself on a success.

Curse. This item is cursed. Attuning to it curses you until
you are targeted by the remove curse spell or similar magic.
Removing the cloak fails to end the curse on you. Whenever
you roll a natural 1 on an attack roll or saving throw, you
take 1d8 poison damage, and at the start of each of your
turns for the next minute, you take 1d4 poison damage. This

21

Divine Boons You gain resistance to poison damage and a +1 bonus to
Dexterity (Stealth) checks you make.
Rewards need not always be
tangible. Other rewards can include divine In addition, whenever you're reduced to less than half
boons granted by dark gods. In each case, your hit point maximum, roll a d8. On an odd result,
the rewards offer great power to those you're incapacitated until the end of your next turn. On
who use them, though that power comes an even result, you teleport a number of feet equal to the
at a risk. die roll times 10 and become invisible until the end of
Any god can bestow a boon, not just those gods the your next turn.
adventurer favors. An evil god, for example, might bestow a
boon onto a good hero as a temptation or an ironic reward Loviatar's Inescapable Pain
for some inadvertent service.
Loviatar instructs her devotees to embrace their agony,
Asmodeus's Dread Authority for only through pain can one unite the mortal with the
divine. The Scourge Mistress demands pain and expects her
Asmodeus invests you with a portion of the authority with followers to provide it. Those who receive his boon feel their
which he rules the Nine Hells. A sinister sigil appears in bones grind in their flesh.
the palm of your left hand. The symbol shines when you
use the boon. Whenever you're reduced to less than half your hit
point maximum, you gain a +1 bonus to hit and damage
Choose a creature you can see within 60 feet of you. That rolls you make.
creature must make a DC 16 Wisdom saving throw. On
a failure, at the start of each of your turns you can order In addition, when you score a hit against a creature using
the creature to move up to half its speed to a location you a melee weapon attack, you can use your reaction to cause
specify. The creature can repeat the saving throw at the start that creature and other creatures within 10 feet of you to
of each of its turns, ending the effect on itself on a success. make a DC 16 Wisdom saving throw. On a failure, a creature
Once you use this boon, you can’t use it again until you finish takes 3d8 necrotic damage and is incapacitated for 1 minute,
a short rest. wracked with indescribable pain. At the start of each of its
turns, an affected creature takes an addition 1d8 necrotic
Bane's Battle Acumen damage. An affected creature can repeat the saving throw at
the end of each of its turns, ending the effects on itself on a
The Iron General is the consummate warrior and those success. Once you use this boon, you can’t use it again until
with his favor gain a measure of his tactical genius. When you finish a short rest.
you receive this boon, you assume a sinister appearance:
your eyes become jet black, and through them you can see
opportunities on the battlefield.

Whenever you roll a natural 19 or 20 for an attack roll
using a weapon, a creature you choose within 60 feet of you
can use its reaction to move up to half its speed without
provoking opportunity attacks.

Gruumsh’s Bloodthirsty Wrath

Gruumsh has an appetite for chaos, and carnage is the only
thing that can sate him. The orc god's only desire is to spread
strife and destruction across the Material Plane. On gaining
this boon, you rip out your own left eye. The organ regrows
in an image of Gruumsh's own.

The first time you reduce an enemy to 0 hit points
during an encounter, you gain a number of temporary hit
points equal to 1d8 + your Constitution ability modifier
(minimum 1).

Lolth’s Fickle Favor

The Queen of Spiders is a fickle goddess. She is as likely
to bestow a curse as she is to offer a boon. Lolth is a petty,
scheming monster. She cares nothing for her worshipers,
and when she grants her boon it is only to escalate conflict,
in which she delights. After you gain this boon you hear
faint, whispering voices and sees things watching you from
the shadows. Nobody else can detect these things, but you're
sure they're there.

22

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