Jade Book of Conclusions
Wondrous item, rare
The Book of Conclusions is made from a single large
piece of jade with gold accoutrements. It has 6
panels with inscriptions in 6 languages vaguely
detailing strategies in combat. Legend has it it was
created for a general whose armies defeated the
enemies of a powerful wizard.
The bearer of this book (it must be within 1' of its
owner, even if covered in a pack) gains a +1 bonus
to attack and damage rolls made. In addition, you
can use your reaction to make one melee attack
against any creature in your reach that deals damage
to you. You have advantage on the attack roll, and
any damage dealt with this special attack ignores any
damage immunity or resistance the target has.
Created by Dean Browell
Janikowski’s Jar of Juxtaposition
Wondrous item, very rare
Range: 60ft Requires Concentration (Up to 1 hour) A
small, clear jar of plain design. Curiosity about this
item is usually peaked when it is held while full. The
dancing motes of fire seem to cause the jar to
become cold to the touch, while the icy-blue flecks
make it almost too hot to hold. The jar comes with
one charge already filled at the DM’s discretion. The
jar can be charged using a 3rd Level Spell Slot or
higher, with a spell that causes either Fire or Cold
damage. The Spell Slot is expended as normal. Cold
Charge: As an action, the user can cause an area of
30ft radius in range to take on the environmental
effects of Extreme Heat (DMG, p110). Fire Charge:
As an action, the user can cause an area of 30ft
radius in range to take on the environmental effects
of Extreme Cold (DMG, p110). The Saving Throw for
these effects is DC14 Constitution. The usual time
limit before the effects of the above conditions takes
place is reduced from 1 hour to 1 round. Creatures
within the radius make their Saving Throws at the
start of their turn. The spell ends early when the
caster chooses it to, or fails a Concentration save.
Created by: Jack Spittle and Jeanette Louise
Lens of Truth
Wondrous item, rare (requires attunement)
A regular pair of eye goggles, at least upon first
inspection. While you are attuned to this item, you
have the ability to see through illusory magic.
Anything that was created magically has a golden
aura around it while you look at it through the
goggles. Additionally, you gain advantage on
investigation an perception checks to find magically
created traps. Created by Jasemin Vuong
149
Lost crown of Branchland
Wondrous item, rare (requires attunement)
When attuned to this crown, the wearer gains
advantage and expertise in all stealth checks.
Created by Jason Dingess
Lucky Snake-eyes
Wondrous item, rare (requires attunement)
Just looking at this set of dice you would be forgiven
to notice anything special about them, but upon
further inspection you notice that the pips on each
side and made up of hundreds of miniscule runes.
This enchanted set of dice bestow incredible luck to
those attuned to them. You gain +1 to all dice rolls.
Created by Ari
150
Maxwell McKrimmon's Magical
Mustache Wax Wondrous
Wondrous item, rare
A small tin of clear wax advertised for "only the Roll a d20 and give the following trait and effect to
truest mustache enthusiasts!" though upon closer your facial hair for the next 24 hours based on your
inspection you can see glimmers of rainbow speckles roll. Additional applications within 24 hour have no
inside. Invented by the eccentric artificer Maxwell effect. Any spells granted use Charisma as their
McKrimmon intended for mass production until his Attack Bonus or Spell Save DC.
untimely disappearance. The average tin has 2d10
uses.
Mustache wax table
d20
roll Effect
1 Your mustache is suddenly covered in multicolored polka dots. They are very nice polka dots.
2 Your mustache becomes sickly and green, only returning to normal after you use it to cast Poison Spray.
3 Your mustache becomes slightly psychic, able to read the surface level thoughts of anyone you wiggle it at
4 Your mustache gives you encouraging vibrations, allowing you to re-roll one saving throw of your choice. You must take
the second roll.
5 The tips of your mustache refine to a nice point, better able to point things out when using up to 3 charges of Detect
Magic.
6 Your mustache grows more vibrant and healthier than ever, and will absorb the first negative status condition that
would affect you.
7 Your mustache glows with the energy of the fey, allowing you to cast the Misty Step spell at will.
8 Your mustache begins to bob about hypnotically, allowing you to cast sleep on one creature of your choice.
9 The tips of your mustache begin glowing a bright blue, giving you two charges of the magic missile spell.
10 The right half of your mustache now has the ability to strum the left half like a guitar, giving you one use of Bardic
Inspiration using a 1d10 for the Inspiration die.
11 Your mustache suddenly becomes two flames extending from your upper lip, though it is painless to your touch. It can
be as a bonus melee attack on 1 creature after a successful melee attack for 1d6 fire damage.
12 Your mustache gains a pair of smart-looking glasses, increasing your Intelligence by 2 for the day.
13 Your mustache seems more charming than ever, now carrying 3 charges of Charm Person.
14 Your mustache is now decorated with a pair of Chromatic Orbs of constantly shifting color, you can use them for 2
charges of the Chromatic Orb spell.
15 No effect
16 Your mustache becomes coated in a thick layer of grease, each end now able to squirt out a charge of the Grease spell
(2 charges total). 16. Your mustache turns into a pair of bird wings the same shade as your usual facial hair. The wings
can be used to cast up to 3 charges of either the Feather Fall or Gust of Wind.
17 Your mustache is now able to grow upward into 60 foot long ends. Additionally, you can now use it to cast 1 charge of
Rope Trick. You may climb up one end and leave the other end hanging out for others or yourself to climb down.
Climbing up or down the mustache is painless, save a light tugging sensation.
18 Your mustache becomes frizzy and wild, almost animalistic. Your mustache now allows you to cast 3 charges of either
Speak With Animals or Animal Friendship.
19 Your mustache now seems to point threateningly at things you are particularly angry at. The mustache now has 3
charges of Hunter’s Mark.
20 Your mustache suddenly springs to vibrant life and detaches from your face, becoming a sentient NPC: Tyrios Follicus,
the Mustache Wizard. Tyrion has the same stats as the Mage found in the Monster Manual and dies after 24 hours if
not killed before. After dying, the player's mustache must grow back before any more wax can be applied.
Created by Zachary Hurst
151
Melna's Drum
Wondrous item, very rare (requires attunement by a
bard)
Like all Instruments of the Bards it comes with the
following spells that can be cast using the drum: Fly,
Invisibility, Levitate, Protection from Evil and Good.
It also adds the following: Aura of Vitality, Haste,
Revivify, Shatter. All spells can only be used once
and are regained upon the next dawn. Created by
James A Harder
Metal Shaft Qiang Spear of
Fortitude.
Weapon (spear), very rare (requires attunement)
This magical spear is more often used in melee
combat, rather than a thrown weapon. It is a
versatile weapon (1d10/1d12) While attuned to this
weapon you gain +3 to attack and damage rolls and
your constitution score is increased by +2, up to a
maximum of 22. Additionally you may make an extra
attack as part of your attack action. When you
reduce a target to 0 hit points with an attack made
with this weapon you gain 2d8 temporary hit points.
The spear has 5 charges. You may use 1 charge to
attack all creatures within your melee range. Charges
are replenished each day at dawn.
Additionally, you may make a charged leap attack.
You may jump double your standard jump distance
as part of this attack. If the attack lands, the target
takes maximum critical hit damage and is knocked
prone. You must finish a long rest before being able
to do so again.
This magical weapon is a versatile weapon that deals
1d10 (d12), +3 to attack and damage rolls. It is
made from an magical Adamantine and Mithril Alloy
and is light and strong. While attuned to this weapon
your constitution score is increased by +2. Your may
make an extra attack per round. When you reduce a
target to 0 hit points you gain 2d8 temporary hit
points. This spear has 5 charges per day which
recharge at dawn. 1 charge allows the wielder to
strike all targets in a 2m radius for 1 action. Once
per day the wielder can do a straight leap double
normal movement distance which if it hits does a
maximum damage critical hit and knocks the target
over. Adam i will send you some photos of the type
of Qiang spear type I would like to your google
email. Can you have the artist please colour the
spear a darkish or dull metal colour except for the
edge of the spear blade which of will be shiny sharp.
Thanks regards Created by Mark Cunningham
152
Monastic love. Once per long rest you can declare a ziggurat shot.
A small contained black sphere the size of normal
Wondrous item, very rare (requires attunement by a bad news bullet, this does 4d10 force damage and
monk) they must make a constitution saving throw or take
an additional 2d10 force damage. Firearms are a new
These magical wristraps cover the palms and and volatile technology, and as such bring their own
knuckles of a monk. They imbue your unarmed unique set of weapon properties. Some properties
attacks with magical power. You gain +2 to your are followed by a number, and this number signifies
attack and damage rolls made while wearing them an element of that property (outlined below). These
and deal an additional 1d6 force damage. When you properties replace the optional ones. Created by
land a crit while wearing these wristwraps, you Dalton Hetherington
regain 1 ki point. Created by Naveed Ihsanullah
No Mercy
Weapon (rifle), Legendary (requires attunement)
This bad news rifle was forged from the remains of
the battle to seal Vecna by Lord Percival Fredrickstein
Von Mussel Klossowski De Rolo III, of an intrepid
group of adventurers. The barrel was forged from the
shattered remnants of the pure platinum prime
trammel created from the divine spark of a raven
queen. The optics on this rifle are ever evolving with
the growth of precision of the wielder, the main
crystal is a piece of the throne of Saranrae, The
Everlight. The wooden stock of this weapon was
carved from part of the sun tree that was willingly
given to add a divine spark from Pelor, the Dawn
Father.
Dormant state: This weapon gains a +1 to all
attack and damage rolls. Once per short rest, you
can do additional damage of either necrotic or
radiant damage (your choice) equal to your fighter
level + your intelligence modifier. You have
advantage on dexterity checks made to clear a
misfire with this weapon.
Awakened state: You have a +2 bonus to attack
and damage rolls made with this magic weapon.
Twice per short rest, you can do additional damage
of either necrotic or radiant damage (your choice)
equal to your fighter level + your intelligence
modifier. You have advantage on dexterity checks
made to clear a misfire with this weapon. You gain
one additional action surge per long rest.
Exalted state: You have a +3 bonus to attack
and damage rolls made with this magic weapon.
Three times per short rest, you can do additional
damage of either necrotic or radiant damage (your
choice) equal to your fighter level + your intelligence
modifier. You have advantage on dexterity checks
made to clear a misfire with this weapon. You gain
two additional action surge per long rest.
153
Obaxternator
Weapon (shortsword), rare (requries attunement).
While you are attuned to this shortsword you gain +1
to your attack and damage rolls. This shortsword is
strange in that it increases the paranoia of enemies.
When an enemy attacks the wielder they must make
a DC 15 constitution saving throw. On a failed save,
the target is Trampled by unseen enemies. The
enemy falls prone. Created by Jordan Neumayer
for Nick Baxter
___
Painter’s Palette
Wondrous item, uncommon
The body of the painter has magic tattoos that hold
their paints. They must be refilled overtime, the
paints are not infinite. The person with the tattoos
can use any paint tool or their hands to draw out the
paints (magical). Paint seems to just appear when in
use (like a pen). Created by Caitlin Millward
Palm pads of the invisible blade
Wondrous item, very rare (requires attunement)
These fingerless gloves seem large at first, but once
they're slipped over your fingers they seem to shrink
and conform to the shape of your hands. They have
an aura around them that modify your unarmed
strikes to deal slashing damage. While attuned to
these gloves you gain the Tavern Brawler feat.
If these gloves are attuned by a monk, they also add
an additional 2 attacks to your flurry of blows ability.
This can be used a number of times equal to your
dexterity modifier. You must finish a long rest before
be able to do so again. Created by Troy Temple
154
Palverz's pocket chests
A simple or ornate chest that internal space is 1.5
feet long, 1 foot wide, and 1 foot deep. An
enchantment is placed on the chest to cause the
following effect. When the chest is closed it shrinks
down into a tiny form identical to the full size. In this
form it is 1cm long, .66cm wide, and .66 deep (aprox
1/45th original size). the contained weight is
proportionally reduced. If the original chest could be
locked the enchanted one can be locked also. The
keys are 1/45th normal key size. They can be picked
at higher DC than normal because of the small size.
This enchantment effect allows the chests to be
easily hidden or many to be carried in a pocket or
pouch. These do not share properties with portable
holes or bags of holding using other planes to store
so placing them inside a bag of holding will not cause
catastrophic problems. If the enchantment is lost via
a disenchant effect the chest returns to normal full
size (which can lead to interesting moments). The DC
for the disenchant on this item can be left to the DM.
The effect doesn't often seem to be able to be found
on chests much larger, maybe because the magic
becomes unstable. Created by John Hancock
Projection
Weapon (shortsword), very rare (requires
attunement)
This simple looking blade was crafted by an
exrtemely powerful Wizard who had a hobby of
smithing. He imbued the sword with teleportation
magic.
Attack and damage rolls made with this weapon gain
+2. As an action, you can swing your sword and
force a physical manifestation of the blade to fly
towards your target, dealing all the standard melee
attack traits, but with a range of 30 feet. Created
by Antoine Chaplet
Riley's Locket
Wondrous item, rare (requires attunement)
A silver Locket with gem set into it. This locket was
gifted to an adventurous young child from her loving
parents so as she grew up she could always find her
way home to them if she got lost on her adventures.
When a picture of a person is placed in the locket
and it is worn around the neck, the wearer will
always know which direction the person in the picture
is in but not the distance or location. A name written
on paper can be placed in the locket and it will work
in the same way so long as the user has met the
person who belongs to the name personally. Up to
two people can be tracked this way and pictures can
be hand drawn, painted, carved or in any other form
so long as they fit in the locket. The gems color can
be changed any time the user takes a long rest.
Created by Aaron LeClair
155
Ring of the Animagi. Serinkyrr's Tome
Wondrous item, very rare (requires attunement) Wondrous item, rare
This ring contains as many charges as your character Evocation spells cast by the wielder gain +1d8
level. As an action, you may cast the polymorph spell damage, and enemies suffer disadvantage on saving
targeting yourself. You consume one charge per CR throws made to avoid Evocation spells. Created by
of the creature that you morph into. You may use Isabela Barda
this ability as many times as you like providing you
have charges available. You regain all spent charges
when you finish a long rest. Created by Trevor
Burger
Rogues hideout
Wondrous item, very rare
This is a key with a decoder puzzle as a handle.
When each code is entered and placed into a lock a
demi plane is created to a room of the hideout (4
rooms are in the hideout bedroom, workshop, vault,
dining room) the codes for these rooms are made of
images gms choice to figure out each code the player
must make an investigation check of dc 15. Rouges
have advantage for this as the symbols are in thieves
cant. Each room is fully furnished and supplied with
materials and food which replenish after a week
except for the vault as it is for the users treasurer.
Once used, for every hour the room was occupied, it
must remain empty 4 times longer in order to
recharge. Created by Christopher Tearle
Runic brand of domination
Wondrous item, rare
It is a brand with runes of the spell domination. The
brand needs to be heated before branding the
creature with it. When the creature is branded they
make a dc 15 wisdom saving throw each round.
When they have failed 3 times they are under the
affects of the conterol person spell by the one who
created the rune inscribed it for. It is problematic for
whenever you find one of these you must find the
other ones. For the master wants to dominate the
area. Created by Christopher Whittemore
Rylee's Bow of Accuracy
Weapon (Longbow), legendary (requires attunement)
While attuned to this longbow, you gain +2 to your
attack and damage rolls made with this weapon.
Attacks deal 4d10 piercing damage, on a successful
attack you may use a bonus action to summon magic
missles from the bolt dealing 2d4 force damage.
"Stories say that Rylee was the most powerful
villager. But he never made it past level 1" Created
by Chelsey E. Kirk
156
Shield of the Living Drake If the dragon has healing breath, there is no saving
throw. As a consequence, anyone who is in range of
Shield, very rare (requires attunemnet) the healing breath will each get healed for the
amount that the player rolls. This also includes the
A shield in the shape of a small dragon made of a potential to heal an enemy/creature if they are in
sparkling crystalline material, the moment someone range. Created by Dan Delk and Kyla Elswick
comes in contact with it, the semi-sentient creature
immediately spirals up the arm of the user and
attunes to that player. It wraps around the forearm
of the player and latches its legs onto the forearm
like buckles. Its head faces the wrist while the small
tail curls up and around the elbow. It cannot be
removed by normal means; The dragon can only be
removed by a wish spell or the player dying; Then
the creature will unlatch from the arm of the player.
Curse: As long as the player is attached to this item,
they get disadvantage on constitution rolls and
saving throws. As a reaction, if the player takes
damage, they can use their reaction to extend the
wings of the small dragon to act as a shield and
absorb the damage taken instead. The dragon has
50hp. It can take that much damage before it goes
into a dormant state and recharges for 1d4 days; It
cannot be used again until it comes out of its
dormant state. It also cannot replenish/recharge any
of its hp until the dragon hits zero. Only then will it
be able to recharge.
Any excess damage not absorbed by the dragon will
go to the player instead The dragon also contains a
deep powerful breath weapon. The eyes of the
creature tell what type of breath weapon it has. It is
up to DM discretion if they want the breath weapon
to be a 5 by 30 ft line or a 15ft cone. The DM may
also decide the type of eyes/gems that the dragon
has (otherwise the DM can roll a 1d8 to decide what
type of eyes they have). Regardless of what shape
the breath weapon takes, the DC is 8 + your
constitution modifier + your proficiency bonus. Each
creature within the range of the breath weapon must
make the designated saving throw or take 10d6 of
that type of damage or half as much damage on a
success. Once this feature is used it cannot be used
again for 1d4 days.
Breath Weapon
Eye color Damage type (saving throw)
Obsidian Acid (Dex)
Citrine Lightning (Dex)
Ruby Fire (Dex)
Malachite Poison (Con)
Opal Radiant (Con)
Sapphire Cold (Con)
Quartz Thunder (Con)
Diamond Healing
157
Shimai-ken
Weapon (special), very rare
This master-crafted double-bladed sword is much
lighter than it appears to be. It has one blade being
more than twice as long as the other. They are both
thin, slightly curved blades, bent in opposite
directions and are attached in the middle by some
mechanism. The blades seem to glisten more once
separated. Attacks made with this two-handed
weapon do 1d12 slashing damage and can be made
using Dex instead of Str (finesse). When wielded,
you may use a reaction to impose disadvantage on
any melee attack made on you. As a bonus action,
the blades may be separated or combined again.
These blades are: Tachi (+1 rapier) Tanto (+1
scimitar) Created by Layton Funk
Silver Reaver
Wondrous item, very rare
A small golf ball sized engraved silver orb that when
placed near a magical item will liquify and coat the
weapon changing it to a silver looking weapon and
taking control of it's power. It is an intelligent item
once belonging to an evil god. The Silver Reaver can
only command a small portion of the item's power it
takes over by itself but if it connects with a host it
can wield much much more. Usually found taken
over heroic weapons and taking over their power and
using heroes throughout time to gain servants
devoted to itself. Created by Kaelon Fullmer
Sir Verimay’s Brooch
Wondrous item, rare (requires attunement)
As a token of friendship for an old childhood friend—
who became an accomplished Court Ambassador—
Malliksarr, the local wizard, created a magical brooch
for Sir Verimay that would aid the ambassador in
self-defense, as he traveled on official business.
When the brooch is held against a bladed weapon of
the one-handed sort (no two-handed weapons) for
about a minute, the weapon becomes an ornate
gentleman’s walking cane—perfect for concealing a
weapon into an area where weapons are confiscated
or forbidden.
At the time of the bonding, the user must choose a
word that, when uttered, will instantly transform the
cane back into the original weapon (and vice-versa).
Even magical weapons may be used. The
transformation from cane to blade, and blade to
cane, may take place as many times as the wielder
desires, as long as the word is spoken, and the
wielder is holding the cane and wearing the brooch.
If the weapon is broken or lost, or the wearer
wishes to use a different weapon, a new weapon can
be used to make a new transformation—but a new
attachment to the brooch can only be made once per
week Created by Doug Kendall
158
Sneaky Ferret TIER 2 Camouflage. The ferret can adjust his
colour in three schemes depending on the
Tiny Spirit beast, neutral terrain. (White, snow terrain(snow ferret).
Brown, forrest and normal. Dusty yellow, for
Armor Class 12 dessert like areas)
Hit Points 37(5d10 + 10)
Speed 40ft. TIER 2 Mental bond. You can communicate with
your ferret telepathically. Not only can you
STR DEX CON INT WIS CHA command your spider, you can understand
5 (-3) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 13 (+1) the thoughts and needs of it to the point you
can have a conversation.
Senses passive Perception 13
Languages Common TIER 3 Invisibility The ferret can become invisible
Skills Perception +3, Stealth +5 for up to 5 minutes. He has two charges to
do this which recharge at dawn. Anything he
TIER 1 Basic understanding. This creature will obey wears/carries or anybody he touches will be
your commands providing it can hear or see invisible as well. The invisibility stops if he
you. attacks (everybody will be visible).
TIER 1 Enlarge/reduce The ferret can change it's TIER 4 Teleportation. The ferret can use the spell
size. it can be as small as a mouse, or as big teleport to a location you give, like you
as a horse. You can change the size for 8 would cast the spell. He can teleport once
hours (can be cancelled at any time to go per day, this will recharge at dawn.
back to it's normal size which is a bit bigger
than a normal ferret). He has three charges Created by Sarah Luyckx
to change per day, which will refresh every
dawn. Going back to it's original size doesn't
use a charge. You can also use a charge to
maintain a certain size after the 8 hours.
159
Staff of Potentiality
Weapon (staff) Artifact (requires attunement)
Appearing to be a simple sapling, this is a legendary
item gifted by the Goddess of Nature to assist the
inhabitants of the realm. The staff will always find its
way to a caster of great power with no aspirations for
world domination. It is a Neutral good sentient
weapon.
Rank Powers (Determined by DM at which
character level they manifest):
Rank One Powers (Recommended level 1):
Healing Tonic: The leaves of the Staff of Potentiality
may be used to brew a healing tea (acts as a Potion
of Healing), and the tea must be consumed within an
hour after brewing. There are enough leaves to brew
3 doses of tea. The plucked leaves cannot be saved
for later use, and re-grow after a long rest. Bonding:
The staff is aware of its owner and tries to commune
with them. Each day, the wielder rolls percentage
dice and the staff summons an ethereal version of
the appropriate bird from the table of birds. This bird
follows the caster, is invulnerable, and has no attacks
or statistics. It is simply a manifestation of the staff.
Rank Two Powers (Recommended level 5): Yellow
flowers: Each flower plucked and eaten acts as a
cure wounds (see cleric spell) appropriate to the
highest spell slot of the caster. Red flowers: The
caster can slam the staff upon the ground and have a
red flower fall off of it. Roll from a wild magic table of
the DMs choice.
Rank Three Powers (Recommended level 10):
Purple flowers: If a flower is plucked, choose a spell
previously prepared by the caster and cast it without
consuming that prepared spell. The maximum level
of the spell cast in this manner is ½ the casters max
spell level rounded up. Strength of the Bough: At the
beginning of each day, the player rolls a 1d6-1. This
will determine how many charges of this ability
manifest for that day. Outside of combat, the wielder
may expend one of the charges to make a single
strength check at 27 (Cloud Giant Strength). The
strength is lost when entering combat.
Rank Four Power (Recommended level 15): Spell
Renewal: Wielder restores all used spell slots and
instantly prepares new spells as if they had a long
rest. Treat this as an action. This ability has one
charge and recharges 7-days after use.
Rank Five Power (Recommended level 20):
Summon Phoenix: At times of great peril to the
wielder, as defined by the DM, there is a 10% chance
the Staff of Potentiality manifests itself as a physical
phoenix (see Mordenkainen's Tome of Foes) to assist
the owner for the duration of a combat encounter or
5 minutes of non-combat time. Created by Chris
Hadtrath
160
Sword of St Ozmus
Weapon (longsword), rare (requires attunement)
Found embedded in what seems to be a statue of a
monster, pulling the +1 long sword from the stone
releases the monster which had actually been
petrified (monster instantly attacks). As well as being
a +1 longsword, the sword has 3 charges, and a
maximum of one can be used each day. The sword
does not recharge. You can use one of the charges to
turn an attack (even a failed one) into a critical hit. If
this uses the 3rd and final charge, the sword is
embedded in the creature it hits which turns it to
stone. When this happens, the sword cannot be
removed for 100 years, after which it regains all its
charges. Created by Katie Gallacher
Syllin’s Pouch of Generosity
Wonderous Item, rare (requires attunement by a
druid)
A small leather bag with a decorative latch made
from carved shale and emerald, in the shape of an
aspen leaf. The pouch has 3 charges, with 1 charge
refreshing each dawn. Expending a charge creates 5
Goodberries inside the pouch. A druid that casts
Goodberry while attuned to this pouch will have the
berries appear in the pouch. The pouch can hold up
to 20 berries and can maintain their magic for an
indefinite amount of time while contained inside.
Goodberries created while attuned to this pouch are
more potent than normal, healing 5 hit points when
eaten instead of 1. If the druid attuned to this pouch
feeds one of these berries to a beast, the druid has
advantage on any Animal Handling checks made
toward that creature. Created by Marshall Easter
Tabitha's Lute
Wondrous item, instrument of the bard, very rare
(requires attunement)
Tabitha was a tabaxi bard of great fame. It is said
she sang her way in to Bel's forge whilst playing this
lute. This lute gives any Bard using it as their spell
focus +1 to their spell attack and spell DC. It also
gives the bard using it +2 performance and
persuasion whilst using the lute. Created by Alex
Stellings
161
The Adventurers Respite
Wondrous item, rare (requires attunement)
A jade dodecahedron on a fine gold chain, faintly
inscribed with arcane runes. - Once per day, a willing
intelligent creature may focus on this item for ten
minutes and be magically transported into the gem.
Whilst in the gem, the person will drift into a gentle
slumber. If the gem is raised to the ear, the sound of
gentle snoring may (DC12) be perceived. Whilst
within the gem, the person is only dimly aware of the
surrounding world; tapping on the gem or speaking
directly to it will awaken the occupant who may then
spend an action to leave the gem. If over 1 hour is
spent within the gem, the occupant gains the benefit
of a short rest; over 8 hours will incur the benefit of
a long rest. Only one being may occupy the gem at
any time; a second party attempting to enter the
gem will find themselves unable to do so. The
occupant is immune to any new damage or magical
effect, but any such pre-existing condition is restored
upon leaving the gem. The bearer of the necklace
incurs no additional benefits but may find that the
clasp on occasion becomes unfastened, if, for
instance, the bearer finds themselves abducted or
suffers a mortal wound, such that another of their
party may be able to retrieve the necklace where it
would otherwise be lost. Created by Keith
Sanderson
The Axe of the Dragon Lord
Weapon(battleaxe), very rare (requires attunement)
A weapon gifted to the Chosen Champion of an
Ancient Dragon. While attuned to this weapon, you
gain +2 to your attack and damage rolls made with
it. Additionally, it grants the user a breath weapon
which can be used twice. It recovers charges on a
short rest. The wielder gains the ability to understand
draconic as a language, and finds kobolds have
complete subservience to them. Created by
Patrick Sutton
162
The Legendary Shield of Halcyon ___
Day
The Lunar Rose
Shield, Legendary (requires attunement)
Potion, very rare
An adamantine shield in-layed with gold and
displaying a large "H" motif in platinum. The A living individual must plant the seed of any flora on
Legendary Shield of Halcyon Day, can only be the grave of their loved one, does not have to be a
wielded by those of purest heart. The bearer of this rose. The living loved one can water and care for the
shield may never strike the first blow, unless that flower as normal but on each full moon, they must
blow is in defense of another (the bearer must have come and shed a tear on the grave of their loved
seen the target attack another living creature up to one. If they care for and put as much love into the
one minute before attacking). seed as they did in the relationship with the loved
one, the seed will grow into the bud of a beautiful
The shield is blessed by the god of justice and blue flora throughout the first year. However, the
whenever any of the spell properties of the shield are flora will not bloom until the deceased loved one has
activated the shield sings out the name of the bearer moved on from the Spiritual Realm. If they do not
at a volume that can be heard by all creatures within move on before the first full moon after the
100' radius. When seen for the first time by an evil anniversary of their death, the flower will wilt. This
aligned Fiend, Drow, or Dragon, the Fiend, Drow or potion is created by the nectar of The Lunar Rose
Dragon must make a DC20 wisdom check or suffer once fully bloomed.
the frightened condition. If frightened they may
attempt to repeat the check at the end of each of Consume to cure any ailment, any injury, and
their subsequent turns. The effect of any aura spell, individual become stabilized with one hit point.
or aura effect generated by the bearer of the shield is Created by Gregory Putnam
extended by 10'. As a bonus action the bearer can
cast Day Light up to three times a day. If cast in any The mighty Quill
condition other than bright sunlight, the shield bursts
dazzling radiance. Any creature in a 15' cone in front Wondrous item, rarity depending on strength
of the shield is at disadvantage to all attack rolls (requires attunement)
while within the cone, for the duration of the spell,
and must make a DC18 wisdom saving throw vs This an otherwise innocuous quill from a large bird.
Blindness which lasts for one minute. As a reaction, However, when the command word is spoken, the
up to three times per day, the bearer can cast quill conjures forth a blade, either a dagger or a
Entangle when any creature makes an attack within shortsword depending on the word spoken. The quill
5' of the bearer. can hold this form for an 10 minutes and cannot be
used again until a long rest. The blades attacks are
In the hands of a Paladin of a Good or Lawful god the considered magical for the purpose of overcoming
shield may be used as a thrown weapon. Dealing 1D8 resistances and can also come in +1-3 variants.
magical bludgeoning damage, attak and damage rolls Created by Hamilton Spivey
made to do this gain a +3 bonus. Range 20/60. The
shield automatically returns to the hand of the bearer
following each attack. While holding this shield, you
have a +3 bonus to AC. This bonus is in addition to
the shield's normal bonus to AC. Created By
Fraser Nicol
163
The Rings of Hardy by Nature
Ring, very rare (requires attunement)
These set of rings were forged by Gurney, cleric of
the Dwarven God of the Forge, Thermacule. This set
of six rings will summon the instruments of Hardy by
Nature. The first time used, the instruments of Hardy
by Nature is summoned. After the first use, any
instrument of the wearers choice can be summoned
and the wearer will gain proficiency with the
summoned instrument. The original Six instruments:
Udoh's Jug: A hallowed out gourd that can be played
like a glass jug Dime's Megaphone: A cone that looks
like the horn of a unicorn. Jorgumand's Upright Bass:
An upright bass shaped like a spider. Ash's Ocarina:
An ocarina with the symbol of the Ekholm family
Voldetort's Shell Drum: A drum crafted from an old
Tortle wizards shell. Gurney's Harmonica: A
harmonica with fine dwarven inlays These
instruments can be summoned once per day.
Created by Joshua Slotnick
The Traveller's Pouch of Portable
Portals
Wondrous item, very rare
Created by Mage Adepts of the Acadian College of
Magical Excellence, this ornate tooled leather pouch
contains a selection (2d10+1) of enchanted glass
spheres humming with powerful spellwork. The +1
sphere represents a spell of recall or return allowing
a recharging (once per long rest) use. (Think a bag
of marbles, the larger shooter marble is the spell of
return.) Each sphere is a single use activation of a
planar portal allowing the caster to travel with ease
to an extra-planar realm. There's just a small catch,
the portals destinations are not fixed and will open to
a random planar realm; the portal appears as a 10 ft
x 10ft black oil slick in a space that you can see
within range. This can be placed in the air or on a
surface. Once a sphere has been consumed the
vibrant shimmering colors fade to an ash grey and
the sphere collapses into a powder of fine diamond
dust. The destination could be rolled against a
random table or chosen by the dungeon master to fit
the campaign. I would like the opportunity to flesh
this out with your team if possible. Created by
Stewart Annis
The Silver Blade
Weapon (longbow), uncommon (requires
attunement)
A valuable Bow is the Silver Blade. As a bonus action,
you can change the type of damage the attacks deal.
Created by Rowan D Baans
164
Thief's belt Windcutting Scimitar
Wondrous item, rare (requires attunement) Weapon (scimitar), rare (requires attunement)
This belt has 2 pouches. One with caltrops and the You gain a +1 bonus to attack and damage rolls with
other with ball bearings. These pouches refill this weapon. When you hit a flying creature with this
magically each day at dawn. The bely also has a weapon, that creature takes an extra 2d6 slashing
dagger that returns to the belt after being thrown damage. While holding this sword, you can use an
Created by Adam Hill action to cast the Gust of Wind spell with DC 15.
Once this property of the sword has been used, it
Unguent of Seaming cannot be used again until you finish a short or long
rest. Created by Blake O. Filbin
Wondrous item, uncommon
Wrap Of The Dragon Magus
A flask filled with oil of a soft, glowing blue. When
poured in a line along a wall, dribbles down to find Wondrous item, legendary (requires attunement by a
and highlight even the most imperceptible of hidden bard, sorcerer, or wizard)
seams and doorways. The flask contains enough oil
for three uses. Created by Rick Osborne This deep purple hand wrap has a single emblem in
the middle of the that resembles a capped gray
Uriel's Ring mushroom that is encircled by silvery, dragon-like
scales. When attuned to this item, the item magically
Ring, legendary (requires attunement by a rogue) resizes itself in order to wrap around the users
forearm and hand, however the gray mushroom will
Whenever you score a critical hit, add your sneak always be visible and on the back of the users hand.
attack die to your damage. Created by James
Rockefeller While you are attuned to this hand wrap, you gain
+2 bonus to your AC. Additionally, if you have a
War Hammer of Forge Flame draconic bloodline or ancestry, any spell that uses
your chose damage type will deal an additional 4d6
Weapon (Warhammer), uncommon, (requires damage when cast.
attunement)
Once per week, you are able to cast a single spell
This warhammer is hot to the touch. When you make one lebel higher than you are actually casting it as
an attack with the weapon, it acts as though the heat long as the base spell is not 9th level. Created by
metal spell had been cast upon it. As an action, you Alexander Ciganovich
can cause the hammer to ignite with magical flames.
These flames can not be put out with non magical
means. They deal no additional damage but shines a
bright light for 30 feet and dim light for a futher 30
feet. You must finish a long rest before being able to
use this property again. Created by Justin Lanser
Willigins Sword
Weapon:(Any sword), (Requires Attunement By
Small Race), Very Rare
This sword has 10 charges, the uses are the
following;
1d6 Inspiration Uses 2 charges
Sleep 1st level Uses 5 Charges
Action Surge Uses 10 Charges
This Sword has a flute built within the hilt and can
be played to regain all spent charges at dawn
Created by Jack Smith
___
165
Item setshere are many items in the world that
share a bond with eachother. No matter
how far apart you separate them, no
matter how much you try an dkeep
Tthem apart, they have a tendency to
find eachother. These items belong to a
set. While these items have benefits and
perks alone, you will find you will gain major benefits
to having multiple items from a set. Most sets consist
of 3 items and as you gain the final piece to a set,
you will find yourself gaining a powerful boon. You
will see that each piece of a set will require
attunement, however because the items are linked
they share an attunement slot. So you can wear all 3
parts of an armour set and only use up one of your
attunement slots.
Most of the sets you will find in the following section
will consist or clothing pieces and will specify whether
they require any proficiencies or stats to wear any of
the items. Some sets will be based around items like
rings or amulets and some will be weapon based. If
you wanted to use a set of armour in your game
world you will likely find something here you like.
Each item set will have lore attached to it which you
can use as plot hooks, hearsay or rumours or even
just background world information. Feel free to use
as much or little as you feel necessary.
Later in the chapter you will find special item sets
designed specifically for each class and race. Similar
to the items at the start of the book. These item sets
will be more catered to augmenting the class and
racial abilities and perks of each class and race.
167
Arcane Cloth of the Ether
The Arcane Ether set was originally crafted for a
cult leader. He needed to look grand and mysterious
in order to attract followers, but looking the part
would not be enough. So he commisioned the
manufacture of this set, it was extremely expensive
as it bestows the user with magical powers.
Ultimately the armour set was made available after
every member of the cult died after following through
with a suicide pact. The armour was enchanted to
protect the wearer from poison but one of the cult
members stabbed him in the neck for good measure.
This item set consists of 3 parts;
Armour(mage),gloves and boots. Each piece alone
has some minor benefits, but wearing more than one
will grant bonuses.
Arcane ether robes
Wondrous item, rare (requires attunement)
Whilst wearing this armour you gain a +1 to your AC.
This robe is enchanted with a permanent cast of
Mage armour. This alters your base armour to
become 13+ Dex modifier. Additionally, you may
cast the Shield spell once. you must finish a long rest
before being able to do so again.
Arcane ether gloves
Wondrous item, rare (requires attunement)
Whilst wearing these gloves you gain a +1 bonus to
your AC. These gloves are embedded with false
jewels, the original owner tried to save money by
using faux gemstones. While attuned to these gloves
you gain +1 to 2 ability scores of your choice.
Additionally, you learn the Mage hand Cantrip.
Arcane ether boots
Wondrous item, rare (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. These boots are exceptionally comfortable
as they're made from royal silks. While attuned to
these boots you gain the ability to cast the Minor
Illusion cantrip.
Set bonus
Whilst wearing 2 parts from this set, you gain
resistance to poison damage.
Whilst wearing 3 parts from this set, you gain
immunity to poison damage and you may increase 2
ability scores by +1. Additionally, you may cast the
Vampiric touch spell. You must finish a long rest
before being able to do so again.
168
Voidweaver raiments
The Voidweaver Raiments once belonged to Xyggar
Zansol, the infamous necromancer. At one time he
was the most powerful wizard in any plane of
existence, with his armies of undead servants as
followers, he plundered and pillaged towns and small
cities with ease. He came to his ultimate demise after
trying to control too many minions at once. They all
broke free of his control and turned on him. All that
was left were these few pieces of clothing.
This item set consists of 3 parts; Hood, robes and
pants. Each piece alone has some minor benefits, but
wearing more than one will grant bonuses.
Voidweaver Hood
Wondrous item, very rare (requires attunement)
Whilst wearing this hood, you gain a +1 bonus to
your AC. While attuned to this hood, magical
darkness surrounds your head and all that can be
seen is a dark void. Additionally, you gain darkvision
out to a distance of 120ft.
Voidweaver Robes
Armour(studded Leather), very rare (requires
attunement)
Whilst wearing these robes you gain a +1 bonus to
your AC. Unless your alignment is chaotic evil, this
robe feels extremely uncomfortable and itchy on you.
While attuned to this item, you gain the ability to
cast the Hex spell. You must finish a long rest before
being able to do so again.
Voidweaver Pants
Wondrous item, very rare (requires attunement)
Whilst wearing these pants, you gain a +1 bonus to
your AC.These pants look an aful lot like a skirt,
however they are seperated underneath. ou gain
resistance to necrotic damage and you can cast the
Spare the dying Cantrip.
Set bonus
Whilst wearing 2 parts from this set, you gain
immunity to necrotic damage.
Whilst wearing 3 parts from this set, whenever you
would usually take necrotic damage, you instead are
healed for half the amount of damage. Additionally
you may cast the Animate Dead spell as a third level
spell. Once you have done this you must complete a
long rest before being able to do so again.
169
Demon master's Garb
The Demon Master's Garb has no known origin. It
has been worn by hundreds of adventurers and
villains alike. The set allows you to summon
creatures from other planes, but it is up to you as to
how you control them. Will you command minions to
do menial tasks or steal from the poor? Will you
summon demons to terrify your foes? Anything it
possible and it's all up to you.
This item set consists of 3 parts; Helm, shoulderpads
and robe. Each piece alone has some minor benefits,
but wearing more than one will grant bonuses.
Demon master's helm
Wondrous item, very rare (requires attunement)
Whilst wearing this helmet you gain a +1 bonus to
your AC. While attuned to this item you gain some
minor summoning power over beings from another
plane. You gain the ability to cast the Find Familiar
spell. You may cast this at will without expending any
spell slots and without the need for material
components.
Demon master's shoulderpads
Wondrous item, very rare (requires attunement)
Whilst wearing these shoudlerpads you gain a +1
bonus to your AC. While attuned to these pads you
gain some minor summoning power over beings from
another plane. You gain the ability to cast the Find
Steed spell. You may cast this at will, without
expending any spell slots.
Demon master's jacket
Armour(studded leather), very rare (requires
attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. While you are attuned to this jacket you
gain 20 temporary hitpoints whenever you enter a
combat encounter. Whenever you are hit with a
melee attack while you have some of these
temporary hitpoints, the creature takes 2d4 cold
damage.
Set bonus
Whilst wearing 2 parts from this set, you gain the
trust of demons and they grant you some protection.
If you take damage that would cause you to drop
past 0 (but not enough to kill you out right) you
instead drop to 1hp. Once you do this you muct
finish a long rest before being able to do so again.
Whilst wearing 3 parts from this set you may cast the
Summon lesser demons spell. Once you have done
this you must complete a long rest before being able
to do so again.
170
Regalia of the Noble Whilst wearing 3 parts from this set, you may
house increase one ability score by +2. Additionally, you
may cast the Haste spell. Once you have done this
The Noble house regalia is usually reserved for high you must finish a long rest before being able to do so
ranking members of society. Whether that be again.
politicians, diplomats or royalty. Each race has their
own colours and style but all share similar properties
that make them easily recognisable. The shroud
around the neck, the upturned edges of the
shoulderpads with their gemstone embelleshment
and the form fitting leggings with derailing on the
cuffs are standout features of this set.
This item set consists of 3 parts; Robe, Shoudlerpads
and Pants. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.
Robe of the Noble house
Wondrous item, rare (requires attunement)
Whilst wearing this armour you gain a +1 to your AC.
This robe is enchanted with a permanent cast of
Mage armour. This alters your base armour to
become 13+ Dex modifier. This robe carries with it a
great presence. While attuned to this item you can
pass yourself off as either a royal family member, a
politician or a diplomat. If anyone questions you,
they must succeed on a DC 20 investigation check.
Mantle of the Noble house
Wondrous item, rare (requires attunement)
Whilst wearing these shoudlerpads you gain a +1
bonus to your AC. The upwards flick on the edges of
the mantle can be identified from a distance. While
attuned to this item, you gain the ability to cast the
Charm Person spell. Once you do so, you must finish
a long rest before being able to do so again.
Leggings of the Noble house
Wondrous item, rare (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. Diplomats have a lot of work to do and
must get about their business with haste. While
attuned to these leggings your movement speed
increased by +15. In addition, you learn the Friends
cantrip.
Set bonus
Whilst wearing 2 parts from this set, you may cast
the Disguise Self spell at will. This does not expend
any spell slots and does not count against the
numner of spells you can prepare.
171
Battlegear of the Warmage
The Warmages have been frontline fighters for as
far back as anyone can remember. While some
wizards and sorcerers will augment the abilities of
the fighters and rangers to make them more efficient
in battle, the Warmage will be out in front. Charging
down enemies with incredibly powerful spells that will
terrify the weakest of minds.
This item set consists of 3 parts; Robe, Spaulders
and boots. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.
Warmage Robes
Wondrous item, legendary (requires attunement)
Whilst wearing this armour you gain a +1 to your AC.
This robe is enchanted with a permanent cast of
Mage armour. This alters your base armour to
become 13+ Dex modifier. While you are attuned to
these robes you may cast the spell Inflict Wounds.
You must complete a long rest before you can do this
again.
Warmage Spaulders
Wondrous item, legendary (requires attunement)
Whilst wearing these spaulders you gain a +1 bonus
to your AC. These shoulderpads are bursting with
primal energy. While you are attuned to this item,
you learn the Frostbite Cantrip. This doesn't count
against the number of cantrips known if you already
know any.
Warmage Boots
Wondrous item, legendary (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. These boots are designed for battle. They
aren't the most comfortable but protect the wearer
well. While attuned to these boots you learn the
Fitebolt cantrip. This doesn't count against the
number of cantrips known if you already know any.
Set bonus
Whilst wearing 2 parts from this set, you may cast
the Call lightning spell. You must complete a long
rest before being able to do so again.
Whilst wearing 3 parts from this set, you may cast
the spell Destructive wave. You must finish a long
rest before being able to do so again.
172
Highwayman's garb
The Highwayman's garb set was last known to
belong to Cesar Munuez, a local vigilante who has a
reputation for robbing from carriages as they venture
from one town to another. He will take anything that
isn't bolted down that he can carry, providing he
thinks he can make some money from it. He's as
deadly as he is stealthy so it is advised to flee rather
than confront him.
This item set consists of 3 parts; Hood, Armour and
Pants. Each piece alone has some minor benefits, but
wearing more than one will grant bonuses.
Highwayman's hood
Wondrous item, very rare (requires attunement)
Whilst wearing this hood you gain a +1 bonus to
your AC. A bandit needs to be on high alert at all
times, keeping an eye out for guards or patrols,
making sure no one can get the jump on him. While
you are attuned to this hood, you have advantage on
perception, investigation and stealth checks.
Highwayman's Hide Armour
Armour (Hide), very rare (requires attunement)
Whilst wearing this hide armour you gain a +1 bonus
to your AC. This chest piece has hidden pockets and
secret sections galore. Perfect for hiding or
smuggling items or conceiling small weapons. While
you are attuned to this armour, you gain advantage
on skill checks to hide or conceil and creatures
inspecting you do so with disadvantage. Additionally
your Strength or Dexterity score increases by +2.
Highwayman's pants
Wondrous item, very rare (requires attunement)
Whilst wearing these pants, you gain a +1 bonus to
your AC. These pants are form fitting and very
comfortable. They allow huge movement bonuses
over regular trousers which is ideal for a thief. While
you are attuned to this item, you can choose to
automatically succeed on a dexterity saving throw.
You may do this after rolling and failing initially. You
must complete a long rest before being able to do so
again.
Set bonus
Whilst wearing 2 parts from this set, you gain the
Alert feat.
Whilst wearing 3 parts from this set, you can cast the
Pass without trace spell. You may do this a number
of times equal to your dexterity modifier. All charges
reset at dawn.
173
Admiral's high seas
uniform
Being a high ranking member of the military has its
perks. Having a ship under your command is nice,
but no captain or pirate can compare to an Admiral.
Having a fleet of ships at your disposal for whatever
you wish is how you know you have real power. This
set belongs to any Admiral of any Navy fleet. The
decoration on the Epaulettes is how you differentiate
between different Navy's.
This item set consists of 3 parts; Hat, Shoudlerpads
and Armour. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.
Admiral's Hat
Wondrous item, rare (requires attunement)
Whilst wearing these spaulders you gain a +1 bonus
to your AC. This hat is the most obvious way to show
your dominance over other sailors. Instantly
recognisable and commands respect by all who sail.
While you are attuned to this hat, you can cast the
Command spell. You may do this a number of times
equal to your Proficiency modifier. Once all charges
are spent, you must finish a long rest before being
able to do so again.
Admiral's Epaulettes.
Wondrous item, rare (requires attunement)
Whilst wearing these shoulderpads you gain a +1
bonus to your AC. After the hat, the epaulettes really
show others how high ranking you are. They can be
decorated in any way you like. While you are attuned
to these shoulderpads, you gain advantage on
deception and persuasion skill checks.
Admiral's Swashbuckling Tunic
Armour(chain shirt), rare (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. This armour looks like an ordinary silk shirt
and jaket, but the shirt is actually chain, with a silk
outer covering. While you are attuned to this armour,
you can increase an ability score by +2.
Set bonus
Whilst wearing 2 parts from this set, you no longer
suffer from exhaustion. Sailors regularly spend
months out at sea, working from dawn til dusk and
on limited supplies.
Whilst wearing 3 parts from this set, you can cast the
Dominate Person spell. Once you have done this, you
must finish a long rest before doing so again.
174
Armour of the Primal
Beast
The armour of the Primal Beast was designed for
frontline melee fighters to give them as many
advantages in combat as possible. It is about all out
attack. If you need to get the edge on an opponent,
this is the set for you.
This item set consists of 3 parts; breastplate,
spaulders and boots. Each piece alone has some
minor benefits, but wearing more than one will grant
bonuses.
Primal breastplate of the beast
Armour (breastplate), rare (requires attunement)
Whilst wearing this breastplate you gain a +1 bonus
to your AC. This armour augments your natural
strength to increase your power. Whenever you
make a melee attack, you deal an additional 1d6
damage.
Primal spaulders of the beast
Wondrous item, rare (requires attunement)
Whilst wearing these spaulders, you gain a +1 bonus
to your AC. These spaulders strap directly over the
arm and are addorned with spikes. While you are
attuned to these shoudlerpads, as a reaction after
being struck by a melee attack, you can slam your
shoulder into the creature and deal 1d8 damage.
There is no need to make an attack roll.
Primal boots of the beast
Wondrous item, rare (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. These boots, like the chestpiece have a
steel core with a leather outer shell to hide the true
nature of them. While you are attuned to these
boots, you can use a bonus action to disengage away
from a creature you have attacked this turn.
Set bonus
Whilst wearing 2 parts from this set, you may reroll 1
damage die worth of damage per attack, you must
take the new roll.
Whilst wearing 3 parts from this set, your critical hit
range is increased by 1. So if you would usually score
a critical hit on a 20, you will do so on a 19 or 20.
175
Fur lined Leather garb
The fur lined leather set is regularly used by those
who spend a lot of time in cold mountainous regions.
While the fur keeps the wearer warm in cold
climates, the set also keeps them cooler in hotter
regions. This set is all about regulating heat and
provides many benefits related to this skill.
This item set consists of 3 parts; hide armour,
bracers and boots. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.
Fur lined Hide armour
Armour(hide), rare (requires attunement)
Whilst wearing these spaulders you gain a +1 bonus
to your AC. This armour is simple but effective. Its
crafted from simple leathers and wool, but its the
way its crafted that makes it so powerful. While you
are attuned to this armour, you gain resistance to
cold damage.
Fur lined bracers
Wondrous item, rare (requires attunement)
Whilst wearing this breastplate you gain a +1 bonus
to your AC. Like the hide armour, the bracers are
crafted with great skill. While you are attuned to thee
bracers, you gain resistance to fire damage.
Fur lined Boots
Wondrous item, rare (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. The soles of these boots are exceptionally
sturdy and have enough flex in them to help you
climb all terrain. While you are attuned to these
boots, you gain advantage on skill checks made to
climb.
Set bonus
Whilst wearing 2 parts from this set, you can
increase each ability score by +1. If you are already
at the maximum score of an ability, you can assign
that ability point to another ability.
Whilst wearing 3 parts from this set, you gain
immunity to Cold and fire damage. Additionally, you
may reroll any failed skill checks made to climb. You
may do this once per skill check.
176
Replace this set
The Leftovers set is pretty gruesome. While not
actually the remains of a corpse, the armour pieces
were set up to look like that. The mask is made from
pigskin that was bleached pale, this also killed off a
lot of the bacteria to stop it from rotting and
smelling. The blood splattered across the rest of the
pieces is from the same pig. It's designed to look like
pieces were just cut off of a body.
This item set consists of 3 parts; Mask, shoulderpads
and bracers. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.
Scorched Spaulders
Wondrous item, rare (requires attunement)
Whilst wearing these spaulders you gain a +1 bonus
to your AC. These shoulderguards are slightly
oversized but still comfortable. They glow in dim light
to a range of 30ft. You gain resistance to fire damage
and you learn the produce flame Cantrip.
Scorched Breastplate
Armour (breastplate), rare (requires attunement)
Whilst wearing this breastplate you gain a +1 bonus
to your AC. It looks more like rock than anything but
you can see the glowing orange lava within small
cracks. This armour glows in dim light to a range of
30ft and gives resistance to fire damage. Additionally
your Strength score increases by +2.
Scorched Boots
Wondrous item, rare (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. These boots are always warm and fill you
with determination. They glow in dim light to a range
of 30ft. You gain resitance to fire damage and you
learn the create bonfire Cantrip.
Set bonus
Whilst wearing 2 parts from this set, the light you
give off is 30ft in darkness and 60ft in dim light.
Additionally you gain immunity to fire damage.
Whilst wearing 3 parts from this set, whenever you
would usually take fire damage, you instead are
healed for half the amount of damage. Additionally
you may caast the fireball spell once centred on you.
This attack does not heal you, but you take no
damage from it. You must finish a long rest before
being able to do so again.
177
Champion's battlegear
The Champion's Battlegear was last known to be
worn by Krag Steelbeard, the famous arena fighter.
Undefeated in over 100 battles, he was known the
world over until he vanished. Krag was a master in
all forms of combat, whether it be duelling with
swords, mass combat with spears, jousting on
horseback. Anything and everything that can be used
as a weapon he could use with ease.
This item set consists of 3 parts; Helm, breastplate
and pauldrons. Each piece alone has some minor
benefits, but wearing more than one will grant
bonuses.
Champion's helmet
Wondrous item, very rare (requires attunement)
Whilst wearing these spaulders you gain a +1 bonus
to your AC. This helmet is forged from iron and
decorated with brass. Atop the helmet is a mane of
horse hair dyed red. The eye holes are covered with
a protective lens that filters out bright lights and
blocks small particles from the eyes. While attuned to
this helm, you gain immunity to the blindness
condition.
Champion's pauldrons
Wondrous item, very rare (requires attunement)
Whilst wearing this breastplate you gain a +1 bonus
to your AC. These shoulderguards are the perfect
combination of strength, weight and size. They are
perfectly balanced. While attuned to these shoudlers,
you gain proficiency with all weapons.
Champion's splint armour
Armour(splint armour), very rare (requires
attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. This beautiful armour fits over the head like
a shirt and straps closed, making it quick and easy to
don and doff. While attuned to this armour you
increase your strength score by +2 up to a maximum
of 24.
Set bonus
Whilst wearing 2 parts from this set, your hit point
maximum increases by an amount equal to twice
your level. Whenever you gain a level thereafter,
your hit point maximum increases by an additional 2
hit points.
Whilst wearing 3 parts from this set, you gain the
ability to carry heavy weapons in one hand. This
allows you to dual wield two handed weapons.
178
Fey infused Plategear
This Fey infused Plate armour set was created by a
Warlock who wanted to be able to cast his
otherworldly spells from within the protection of
heavy armour. Usually full armour like this would be
quite restrictive and make it difficult to cast spells.
This set however has been magicly infused to make
this much easier.
This item set consists of 3 parts; spaulders,
breastplate and boots. Each piece alone has some
minor benefits, but wearing more than one will grant
bonuses.
Fey infused Spaulders
Wondrous item, legendary (requires attunement)
Whilst wearing these spaulders you gain a +1 bonus
to your AC. The skulls forged into these
shoulderguards aren't just for decoration, they have
functionality too. As a bonus action you can speak
the command word, the spaulders will bellow thick
smoke out 30ft from you, filling this area for 1 turn.
This area hides everything within it.
Fey infused plate armour
Armour (Plate), legendary (requires attunement)
Whilst wearing this plate you gain a +1 bonus to
your AC. This armour is special in that it requires no
proficiency to wear. If you wear this with only light
armour proficiency, you do not suffer from
disadvantage on all checks and you can still cast
spells. You do still require the 15 strength to be able
to move around with it on.
Fey infused Boots
Wondrous item, legendary (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. The warlock who made these boots was
paranoid about their Patron dragging them through
hell and back again. While you are attuned to these
boots, you can not be moved involuntarily.
Set bonus
Whilst wearing 2 parts from this set, you learn the
Eldritch blast cantrip.This does not count against the
total number of cantrips you can know.
Whilst wearing 3 parts from this set, choose one 1st
level spell from any class' spell list. You may cast this
at will as though it was a cantrip.
179
Scorched Earth armour
The Scorched Earth set was originally found by a
Dwarven miner who was excavating the site of a
volcano. While clearing away some solidified magma
slag he found an entrance to an ancient armoury.
Most of the contents were destroyed but these 3
pieces were in perfect condition and seemed to
absorb some of the properties from the lava flow.
This item set consists of 3 parts; spaulders,
breastplate and boots. Each piece alone has some
minor benefits, but wearing more than one will grant
bonuses.
Scorched Spaulders
Wondrous item, rare (requires attunement)
Whilst wearing these spaulders you gain a +1 bonus
to your AC. These shoulderguards are slightly
oversized but still comfortable. They glow in dim light
to a range of 30ft. You gain resistance to fire damage
and you learn the produce flame Cantrip.
Scorched Breastplate
Armour (breastplate), rare (requires attunement)
Whilst wearing this breastplate you gain a +1 bonus
to your AC. It looks more like rock than anything but
you can see the glowing orange lava within small
cracks. This armour glows in dim light to a range of
30ft and gives resistance to fire damage. Additionally
your Strength score increases by +2.
Scorched Boots
Wondrous item, rare (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. These boots are always warm and fill you
with determination. They glow in dim light to a range
of 30ft. You gain resitance to fire damage and you
learn the create bonfire Cantrip.
Set bonus
Whilst wearing 2 parts from this set, the light you
give off is 30ft in darkness and 60ft in dim light.
Additionally you gain immunity to fire damage.
Whilst wearing 3 parts from this set, whenever you
would usually take fire damage, you instead are
healed for half the amount of damage. Additionally
you may caast the fireball spell once centred on you.
This attack does not heal you, but you take no
damage from it. You must finish a long rest before
being able to do so again.
180
Raphael's Knighthood
Raphael was part of a group of 4 Ninja warriors. He
and his 3 brothers were known across the land for
the secret missions they completed, saving hundreds
of people for evil Tyrants. Eventually they were all
knighted and called up to protect the royal family.
Over time, each of these brothers fell in battle, only
Raphael's armour was saved.
This item set consists of 3 parts; helm, chainmail and
pants. Each piece alone has some minor benefits, but
wearing more than one will grant bonuses.
Raphael's helm
Wondrous item, rare (requires attunement)
Whilst wearing this helm you gain a +1 bonus to
your AC. Most would assume the thin slits in this
helm make it difficult to see and sense your
surroundings. In reality, it works the opposite way. It
shuts out a lot of the outer world and lets you focus
on what you need to. While attuned to this armour,
you gain advantage on saving throws to protect
against all conditions.
Raphael's Chainmail
Armour (chainmail), rare (requires attunement)
Whilst wearing this chainmail you gain a +1 bonus to
your AC. Wearing this item channels the power of the
ninja it is named after. While you are attuned to this
armour, you gain advantage on stealth checks.
Raphael's greaves
Wondrous item, rare (requires attunement)
Whilst wearing these greaves, you gain a +1 bonus
to your AC. These pants fill you with grit and
determination. While attuned to these greaves, you
take 1d4 less damage from all sources.
Set bonus
Whilst wearing 2 parts from this set, you may
increase your strength or dexterity score by +1,
standing up from a prone position only uses 5ft of
movement and you gain a climbing speed equal to
your movement speed.
Whilst wearing 3 parts from this set, you may
summon the strength of the four ninja brothers. For
one turn you may take 4 actions. This does not
include bonus actions and reactions. Once you have
done this, you must finish a long rest before you can
do so again.
181
Avenging Wrath
The Avenging wrath set is reserved for those who
charge into battle with the sole intent of helping out
their comrades. Whether that be healing up fallen
allies or boosting their power, the Avenging wrath
armour is a boot to morale on the battlefield. Just
seeing the Avenger flying into battle is enough to
empower all allies.
This item set consists of 3 parts; helm,
shoulderguards and plate armour. Each piece alone
has some minor benefits, but wearing more than one
will grant bonuses.
Avenging helm
Wondrous item, legendary (requires attunement)
Whilst wearing these spaulders you gain a +1 bonus
to your AC. This winged helm is forged from
reinforced gold. While you are attuned to this helm,
you gain the ability to empower your allies. Every
time you and your group enter a combat encounter,
each ally gains one empowerment die. This is a d12
they can add to any dice roll they choose.
Avenging shoulderguards
Wondrous item, legendary (requires attunement)
Whilst wearing this breastplate you gain a +1 bonus
to your AC. These shoudlerguards are forged from
reinforced gold. While you are attuned to them you
and your allies always regain the maximum amount
of health when using a hit die.
Avenging plate armour
Armour (plate), legendary (requires attunement)
Whilst wearing these boots, you gain a +1 bonus to
your AC. This armour is forged from reinforced gold
and has titanium detailing. While you are attuned to
this item, you increase your constitution and one
other ability score by +2 up to a maximum of 20.
Set bonus
Whilst wearing 2 parts from this set, you may choose
one damage type. Everyone in the party gains
resistance to this damagy type. You may choose a
new damage type during a long rest.
Whilst wearing 3 parts from this set, your healing
power is magnified to extreme levels. Anytime you
cast a healing spell, it automatically heals for the
maximum amount, there is no need to roll the dice.
182
The 5 rings While you are wearing 5 rings, you gain the ability to
cast the Finger of death spell. You can do this a
The 5 rings were originally crafted as part of a 10 number of times per day equal to your proficiency
piece set but the others were lost . The rings bonus. This does not count against the number of
themselves are fairly mundane and any one alone your known spells.
would not impress anyone much. But as they come
together and amplify the power within themselves,
they become quite incredible. One can only imagine
how powerful the ruler of the ten rings would be.
This item set consists of 5 parts; 5 separate rings.
Each piece alone has some minor benefits, but
wearing more than one will grant bonuses.
Ring of light
Ring, uncommon (requires attunement)
Whilst wearing this ring you gain the ability to cast
the Light cantrip at will, it does not count towards
your known spells.
Ring of mental control
Ring, uncommon (requires attunement)
While you are attune to this ring, you gain the ability
to cast the Charm person spell at will. This does not
count against the number of your known spells.
Ring of the tundra
Ring, uncommon (requires attunement)
While you are attuned to this ring, you gain the
ability to cast the Ray of frost cantrip at will. This
does not count against the number of your known
spells.
Ring of electrical mass
Ring, rare (requires attunement)
While you are attuned to this ring you gain the ability
to cast the Call lightning spell. You can do this a
number of times per day equal to your proficiency
bonus. This does not count against the number of
your known spells.
Ring of darkness
Ring, uncommon (requires attunement)
While you are attuned to this ring, you gain the
ability to cast the darkness spell at will. This dos not
count against the number of your known spells.
Set bonus
While you are wearing 3 rings, you gain the ability to
cast the Haste spell. You can do this a number of
times per day equal to your proficiency bonus. This
does not count against the number of your known
spells.
183
Wild archery garb
The wild archery set originally belonged to a fairy boy
that lived in the woods a long time ago. A quiet boy
who always seemd to find himself in adventures of
great peril with circumstances far more dangerous
than a boy of his age should be dealing with.
This set consists of three parts; a shortbow, quiver
and some special arrows. Each piece alone has some
minor benefits, but wearing more than one will grant
bonuses.
Krokori bow
Weapon (shortbow), rare (requires attunement)
While you are attuned to this shortbow your attack
and damage rolls gain a +2 bonus. If you are
attacking a creature that is larger than youm you
gain advantage on the attack rolls. Additionally, the
bow fires itself if you mentally command it to. It does
not require you to draw the string.
Timeless quiver
Wondrous item, rare (requires attunement)
While you are attuned to this quiver, you can
summon the arrows from within to nock themselves
into your bow. At your very thought, an arrow will
teleport from the quiver into the bow.
Lyniah Shield
Armor (shield), rare (requires attunement)
While you are attuned to this shield you gain a +2
bonus to your AC. This is in addition to the standard
+2 AC from a shield. Additionally if you are subject
to a melee attack and it does not land, you may
move up to 15ft away from the enemy without
provoking an opportunity attack.
Set bonus
Whilst you are wearing 2 parts of this set, your
strength and dexterity scores increase by 1 each.
Whilst you are wearing 3 parts of this set, each time
you enter combat you can choose where in the
initiative order you are.
184
Irresistable Force
The irresistable force set was originally created for a
warrior who did not know what he wanted from his
equipment. In the end he did not collect it from the
Masterwork Blacksmith and it went to auction. Over
the years, several people have owned these two
items and they have always remained together.
Every combatant that owned both of these items
were known far and wide as complete battlemasters
who were completely adaptable to any situation.
If you are attuned to both of the items from this set,
you cannot attune to any other items as this set is
too powerful and requires all of your bonds.
The Unstopable force
Weapon (greatsword), legendary (requires
attunement)
While you are attuned to this greatsword, attack and
damage rolls made with it gain a +3 bonus.
The Immovable object
Armor (shield), legendary (requires attunement)
While you are attuned to this shield, you gain a +3
bonus to AC. This is in addition to the standard +2
AC you get from a shield.
Set bonus
While you are attuned to both pieces from this set,
the Greatsword becomes usable in just one hand as
you are balanced out by the heavy shield.
Additionally, you can move the magical bonuses
between the two items.
If you find yourself in a situation where defense is
more important, you can move up to 2 of the bonus
from the sword into the shield for a +5 bonus.
Likewise, if you find yourself in a situation where
attack is more important, you can move up to 2 of
the bonus from the shield into the sword for a +5
bonus.
Each of the items must retain at least +1 bonus.
185
Royal set of jewellery
This set was crafted by a relatively unknown Jeweller
who was handpicked by a king to make some pieces
for his family. The pieces were all custom designed
each to the specific requirements of each family
member.
This set consists of 3 parts; a crown, an amulet and
a ring. Each piece alone has some minor benefits,
but wearing more than one will grant bonuses.
Crown of the King
Wondrous item, rare (requires attunement)
While you are attuned to this item you gain immunity
to the Blinded, charmed, deafened, petrified and
stunned conditions.
Amulet of the Queen
Amulet, rare (requires attunement)
while you are attuned to this amulet your movement
speed is doubled and you gain a Climb speed, swim
speed, flight speed and burrow speed all equal to
your movement speed.
___
Ring of the Princess
Ring, rare (requires attunement)
While you are attuned to this ring you can choose 2
skills you are proficient in and gain expertise in
them.
Set bonus
While you are wearing 2 parts of this set you gain
proficiency with all saving throws.
While you are wearing 3 parts of this set you gain
proficiency with all skills.
186
Twinblades of the abyssal
depths
These two swords were forged in hellfire by ancient
demons. The swords were crafted to be given to a
great champion who was tasked to return escaped
souls to hell. The champion was ultimately successful
and the swords have never needed to be used since
so they fell into the realm of myth.
There are two parts to this set; 2 longswords.
Pain
Weapon (longsword), very rare (requires
attunement)
Attack and damage rolls made with this sword gain a
+2 bonus. Any attacks made against a demon foe
deal double damage.
Panic
Weapon (longsword), very rare (requires
attunement)
Attack and damage rolls made with this sword gain a
+2 bonus. Any attacks made against a demon foe
deal double damage.
Set bonus
___
While you are using both of these swords you can
add your attack modifier to the damage rolls on
bonus action attacks without the 'two weapon
fighting' fighting style.
While you are using both of these swords you gain
access to the following spells; Banishment,dimension
door and planar binding. You may cast these at will
and they do not count against your number of known
spells.
187
Immortal King set Set bonus
This helm and sword set was originally forged for a Whilst wearing 2 parts of this armor set, you gain an
great warrior to leech strength from their enemies extra attack when using the attack action.
and reinforce their own power. Usable only by the
strongest of combatants. In order to use these items, Whilst wearing 3 parts of this set, you gain the
you must be either a Barbarian or Fighter and must Sunder armor ability; You must announce you are
have at least 20 Strength. Created by Tristen using this before making an attack roll. If the attack
Peterson is successful, the targets AC is reduced by 25% or
50% if the attack was a crit.
Helm of the Immortal king
Wondrous item, legendary (requires attunement)
Wearing this helm grants you an additional +1 AC,
you gain advantage on saving throws against charm
and frighten effects. While you are attuned to this
item, you gain the War Cry ability; you may cry out
to empower your allies while in combat. Each ally
that hears this cry gains 1d20 temporary hit points.
You can’t use this property again until you finish a
long rest.
Undying Longsword
Weapon (longsword), legendary (requires
attunement)
This longsword grants a +2 bonus to attack and
damage rolls. Successful attacks made with this
weapon reduces the targets maximum hit point total
by an amount equal to your constitution modifier.
This sword will glow a dull red while in the presence
of demons, and green in the presence of undead.
Additionally, you gain advantage on intimidation
checks when the target can see the blade.
Eternal Longsword
Weapon (longsword), legendary (requires
attunement)
This longsword grants a +2 bonus to attack and
damage rolls. Successful attacks made with this
weapon heals you by an amount equal to your
constitution modifier. While attuned to this weapon,
you gain the Sweeping attack ability; as a bonus
action you may make a sweeping attack against 2
adjacent targets. Make 1 attack roll for both targets
(use the higher of the 2 AC scores), damage is split
between the targets if both attacks are successful.
You gain health from the sword's life drain ability for
each target hit. You can use this feature a number of
times equal to your Strength modifier (min 1). When
you finish a Long Rest, you regain all expended uses.
188
Cat Lord’s Virtues Varya (Elvish: ___
Protector)
Handë (Elvish: Understanding)
Wonderous item, rare, (requires attunement)
Wonderous item, very rare, (requires attunement)
A pair of worn oversized looking leather gloves with
rusted finely woven metal showing through at the An ancient, ornate platinum lionesque skull cap with
knuckles and finger joints. No magical properties can five large gemstones evenly inset along the
be detected and donning the gloves for the first time centerline starting at the ‘third-eye’ in the middle of
reveals nothing more than originally observed. the forehead and proceeding backwards. The interior
Donning them for a second time the wearer must of skull cap is lined with a thin sheet layer of lead
succeed in a WIS 15 DC check in order to attune to and arcane runes underneath the fine silk padding.
the gloves. Failing, the wearer is deemed unworthy The skull cap has fine silk cords used to affix it upon
and discards them or gifts them to another. If the wearer, but it is also notable that it has three
successful, the true nature of these masterfully clasp points at the left, right and top front, hinting it
crafted leather and woven adamantine gauntlets are might attach to a matching half face mask. The
revealed visibly only to the attuned wearer as they wearer may use an action to cast Guidance or Mage
meld to fit perfectly as a second reinforced skin. Hand or Message at will. The skull cap has 18
While attuned and wearing these gloves you gain a charges and may use an action to expend 1 or more
+2 Bonus to AC (if you are wearing no armour or charges to perform one of the following benefits: •
using no shield). Upon being hit by up to two (one for Expend 1 charge to cast Comprehend Languages •
each glove) melee or ranged weapon attacks you Expend 2 charges to cast Locate Object • Expend 3
may use your reaction to negate any critical hit and charges to cast Dispel Magic • Expend 4 charges to
reduce the damage by 1d10+Dexterity modifier upon cast Locate Creature • Expend 5 charges to cast
the same. Additionally, using the Dodge action on Scrying The skull cap regains 2d8+2 expended
your turn will negate any critical hits received charges daily at dawn. *** Varya’s +1 bonus to
(melee, ranged, or spell effect) until your next turn. attack and damage increases by +1 for per
Flexing either glove into a fist after touching the attunement to Ascenë or Handë.
thumb to the index, middle, and ring finger on the
same hand extends respective 6” adamantine claw(s) Set Bonus
from the backside of each glove that may be used in
melee combat. Each claw gains a +2 bonus to attack Whilst wearing 2 parts of this set, Ascenë’s or
and damage rolls for 1d4 piercing or slashing Handë’s charges increase daily by +1d4+1.
damage per claw extended on each glove. The claws
are considered finesse weapons scoring a critical hit Whilst attuned to 3 parts of this set you may use an
on rolls of 19 or 20. Extending the fingers twice from action to expend 1 or more charges to perform one
a fist in rapid succession retracts the claws. of the following benefits: • Expend 1 charge to cast
Shield • Expend 2 charges to cast Pass without Trace
Ascenë (Elvish: Easily Seen) • Expend 3 charges to cast Haste • Expend 4 charges
to cast Counterspell.
Wonderous item, rare, (requires attunement)
Created by Bubba MacPherson
An ancient, ornate platinum lionesque half mask (i.e.
lion of the wind) with Large Cats Eye Agate eye lens,
fringed with soft like fur golden thread faux lion
mane, and arcane runes along the perimeter. The
mask has fine silk cord used to hold it upon the
wearer, but it is also notable that it has three clasp
points at the left, right and top of the mask hinting it
might attach to a matching skull cap or helm. While
wearing this mask you have darkvision out to 120
feet. The mask has 8 charges and may use an action
to expend 1 or more charges to perform one of the
following benefits: • Expend 1 charge to cast Detect
Magic • Expend 2 charges to cast See Invisibility •
Expend 3 charges to cast Clairvoyance • Expend 6
charges to cast True Seeing The mask regains 1d6+2
expended charges daily at dawn.
189
The Artifacts of the Tyrant a dark, iron hand, which you must cut your own hand
off to use.) Grants it's user advantage on strength
Many scholars have speculated on the origins of checks, sets their strength to 22, and grants
these artifacts. Some attribute them to the orc God, "expertise" in the athletics ability. Also allows
Grumsh, forged to protect his people from those who grappling creatures of up to two sizes larger (instead
would bring them harm. Others believe them to be of just one).
Dwarven relics, given to them by Moradin to prevent
any one clan from ruling over the others. A few Set Bonus
believe it has no such godly origin, but instead has
been infused over time with the endless souls it has Whilst wearing 3 parts of this set the user can- cast
taken, an infinite infernal engine. Whatever the origin "invulnerability" once per day, are immune to charm
may be, one trait holds true: they are the herald of and fear effects, become one size larger (so medium
destruction, bloodshed, the end of empires. Legends to large, large to huge, etc). Expands their crit range
tell of unkillable behemoths, cutting swaths in the to 18-20, and increase their strength to 29. These
mightiest armies. Those who have survived artifacts are intended for high-level play, and are
encounters with them have described their wielders powered such.
as gods amongst men, unstoppable, pierced by a
thousand arrows and still rising to fight. They say
even those who do not feel fear, fear those of the
Tyrant. The Artifacts serve no creed, used by
monsters and heroes alike, for just or ill. They bend
the knees of kings, and break those who do not
bend. When their wielders fall, so too does the
Tyrant, to be taken up by the one who slew them. In
the rare instance the artifacts are lost, they always
rise again from obscurity, back to the battlefield. And
should the Tyrant come for you, the only known
defense is to pray to whatever god you pay fealty, to
be taken swiftly into death. Destroying the artifacts:
it is believed that if war still rages somewhere in the
multiverse, the Tyrants artifacts will remain. If all
war were to end, the Tyrants artifacts would fade
from existence. However, if the artifacts are melted
down by dragon fire, or thrown into the depths of the
Elemental plane of fire, they cease to exist for 100 x
1d100 years, after which they reform in some corner
of the multiverse, waiting to be used again. Created
by Isaak Thomas Davan
The Tyrants Blade
Weapon (greataxe), legendary (requires attunement)
grants the character an extra attack when they take
the attack action, a + to attack and damage rolls,
and expands their crit range to 19-20.
Heart of stone
Wondrous item, legendary (requires atrtunement)
a near-unbreakable stone heart, that you must
replace your own with to use, grants it's user 3 extra
hit points per level, or per hit dice for monsters,
advantage against charm or fear effects, and can
give themselves resistance to bludgeoning, piercing
and slashing damage for one hour.
Iron Fist
Wondrous item, legendary (requires attunement)
190
Armor of the Obsidian Wolf ___
Very Rare, attunement required The Obsidian Wolf is Stalkers of the Wolf
a dark spirit of great savagery that stalks the lands in
search of prey for the great hunt it inspires. Those Wondrous item, very rare (requires attunement)
that witness it, or spend too much time in it's
blighted presence end up falling into the same Two thick leather boots lined in dark black midnight
hunger and bloodlust. A cult for the beast was fur and segmented metal plates. Three claws extend
formed, that worshiped the Savagery and all the from each boot. Dormant, the wearer can expend a
blood it inspired. The best hunter, the strongest Apex reaction to dig in their claws to avoid being moved by
Predator of the Savagery among the cultists, was a spell or attack. Spending a bonus action, the
honored by the Obsidian Wolf and blessed with the wielder can activate the boot's special ability. Upon
Armor, so it could spread the Savagery. Whenever activation, the wielder takes 1d4 of damage and
the Apex died, the Armor would be passed onto the loses 1 hit dice that cannot be regained except by a
next, so that the hunt would never end. When long rest. When activated, the boots squeeze to fit
wearing 1 of the items, no additional effects. the wearer, extending up their legs to their knees,
Created by Kevin Ramdeo biting into their skin and drawing blood. The wearer
adds a +10 to movement speed which increases to
Rippers of the Wolf +15 if they are moving towards someone who has
been hit recently with a slashing or piercing attack.
Wonrdous item, very rare (requires attunement)
Set bonus
A twin pair of midnight black gauntlets, made of
segmented metal plates. Spending a bonus action, When wearing 2 of the items, the user has advantage
the wielder can activate the armor's special ability. on Stealth checks. One bonus action activates both
Upon activation, the wielder takes 1d4 of damage, pieces of armor. The special ability activation damage
and loses 1 hit dice that cannot be regained except is now a 1d8 and the user loses 2 hit dice.
by a long rest. When activated, three jagged claws
extend from the knuckles as the metal climbs up the When wearing 3 of the items, the user is Cursed.
wearer's arm and bites into their skin, drawing blood. One bonus action activates all 3 pieces of armor. The
The wearer's unarmed strikes count as magical special ability activation damage is now a 1d12 and
weapons for the purpose of overcoming resistance the user loses 3 hit dice. The wearer can cast
and immunity to nonmagical attacks and damage. In polymorph as an action to transform into a guardian
addition, you unarmed strike uses a d4 for damage, wolf. Once used, this special ability cannot be used
and every time you strike an enemy, you deal 1 point for another 1d3 days.
of bleeding damage that persists for 1d4 rounds of
combat. Every hit afterwards extends that by 1 Cursed: The armor does not release the wearer after
round. they have activated it, and can be removed by a
Remove Curse spell. This ends the attunement, and
Mantle of the Wolf allows the wearer to doff the armor.
Armor (any medium armor), very rare (requires
attunement)
A metal plated leather hauberk, midnight black and
accented with thick fur of the same color. A hood of
fur hangs off the shoulders; the terrifying visage of a
wolf is visible through very subtle stitching on the
chest. Dormant, the armor gives a resistance to cold
and advantage on Perception checks based on smell.
Spending a bonus action, the wielder can activate the
armor's special ability. Upon activation, the wielder
takes 1d4 of damage and loses 1 hit dice that cannot
be regained except by a long rest. When activated,
the armor extends down the shoulders and legs of
the wielder, biting into their skin and drawing blood.
The wearer gains a +1 to AC and becomes immune
to the charmed and/or frightened condition. The
wearer can also activate the armor to remove either
statuses.
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Paladins aura set
Sword
Weapon (sword), rare (requires attunement)
Attacks and damage rolls made with this weapon
gain a +2 bonus. While attuned to a paladin, attacks
with this sword deal an additional 1D6 radiant
damage, and a further 1D6 radiant damage against
undead and fiends.
Shield
Shield, rare (requires attunement)
This shield gains a bonus +2 to AC.This is in addition
to the standard +2 AC from a regular shield. While
you are attuned to this shield it grants the wearer
the benefits of the war caster feat. If you already
have this feat, choose another feat to gain the
benefits of while attuned to this shield.
Circlet
Wondrous item, rare (requires attunement)
While a paladin is attuned to this circlet, the wearers
charisma score and maximum charisma score each
increase by 2.
Set bonus
While attuned to two of the items of this set you gain
an additional use of your channel divinity ability per
short or long rest. Additionally, the pool of health you
have available to your lay on hands ability is
doubled.
When you are attuned to all three items of this set,
casting a smite spell or using your divine smite ability
treats the consumed spell slot as one level higher.
This accordingly increased the maximum potential
damage the spell or ability can do. Additionally, you
gain a third use of your channel divinity ability per
shirt or long rest, and the range of your aura abilities
is doubled.
Created by Michael Myers
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Thesaurizant Autem Dracones In order to attune to this item, the user must
meditate and focus solely on this item for 30 minutes
The wild tales of the Thesaurizant Autem Dracones per day for 14 consecutive days.
passed down over countless generations are legend
itself. The veracity of these legends have never been This medallion allows the user to make a Dragon
corroborated, although the myth of the artifacts breath attack. Deal 16d6 fire damage in a 30ft cone
being used in concert by the dark architect of their from the caster. Targets caught in the area of effect
genesis is a cautionary tale of greed and deceit. must succeed on a DC17 Dexterity saving throw to
Honed from three different dragons, created in take half damage. You must wait one week before
seclusion across the far corners of the realm, each being able to cast this again.
artifact possesses a power far beyond mortal man.
None of the artificers knew the evil the other had Ungula Draconis
committed, capturing and corrupting the dragons for
the advancement of power, and their own eternal Wondrous item, very rare (requires attunement)
renown. All the artificers were bound, consumed, and
destroyed along with the dragons through numerous In the darkest places of the Vast Swamp the Black
rituals to enact the Dracones’ creation. The dark Dragon Forgrimmorithal lurked, reaching out to rain
architect who hoped for immortality lost everything havoc until his life was cut short through gruesome
after his brief possession of the Thesaurizant Autem magics. His black scales and talons were torn from
Dracones. He reigned terror over all until he vanished his body and sewn into gloves, giving the wearer the
into the annals of time, some say taken by a Demon power of a dragon’s might. Quanisi the dark tailor
Lord. Created by David and Anne Ruwoldt used some of the deepest magic of the realm in their
formation. Able to deliver devastating blows to an
Perafuga Draconis opponent, the magic has waned over time limiting
the damage that can be wrought. The gloves were
Wondrous item, Very rare (requires attunement) held by a luckless gambler until lost in a game of
chance.
Deep in the Anauroch desert, far from the Black
Road, Eshaedra’s eyrie towered above all. She ruled In order to attune to this item, the user must
the skies until capture and death found her. Immar meditate and focus solely on this item for 30 minutes
the artificer ensorcelled her scintillating blue scales per day for 14 consecutive days.
forging them into a shimmering backpack. Through
dark rites her wings were attached creating an The wearer of these gloves may make a melee attack
artifact that could hold a dragon’s hoard while also using the claws of the gloves. This attack deals
enabling quick flight. After the dark architect’s 2d6+10 slashing damage. You may use this attack 3
disappearance, the artifact was said to be reclaimed times per glove. You must finish a long rest before
by Gerinvioch, Eshaedra’s mate. doing so again.
In order to attune to this item, the user must Set bonus
meditate and focus solely on this item for 30 minutes
per day for 14 consecutive days. Together these three Dracones enable transformation
into an adult Black, Blue or Red (wearer’s choice)
This modified Bag of Holding can summon wings to dragon once per week for a day. The more often the
manifest and sprout from the bag itself. In addition artifacts are used together the greater the chance of
to the regular benefits of a bag of holding, you gain a a Demon Lord appearing; 5% chance increasing for
flight speed of 80ft. This lasts one hour. You must each consecutive week dragon transformation is
finish a long rest before doing so again. used.
Spiritum Draconis The first time this ability is used, roll a d20. On a 1 a
demon lord appears and attacks the party. For each
Wondrous item, very rare (requires attunement) consecutive week t his ability is used, increase the
die roll needed to summon the demon lord. Week 2,
Far up in the Spine of the World, beyond where 1 or 2. Week 3, 1, 2 or 3 etc.
mortals dare tread, the great Red Dragon
Dermawellindrar’s abode could be found, and found
she was. Her defeat required 1,000 goblins battling
over many days. Crannak the jeweller used his love
of fire to shape a medallion from the dragon’s still-
beating heart, torn from her dying body. The ruby
medallion is said to give the wearer her fiery breath.
Later in history, the jewel was stolen by a little-
known gnome thief Tili, and was never seen again.
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Accoutrements of the Detective
Wizard
___
Ring of Dresden
This ring stores a small amount of energy every time
this person moves, and releases that energy upon
the wearer’s command. A standard day’s energy will
result in a d4 amount of damage stored. If it has
been a particularly busy day, the DM may decide to
increase the kind of die used instead of a d4. Energy
may also be accumulated over a period of time and
the number & type of damage die left to the DM’s
discretion. The energy may be released as either a
large concussive force dealing bludgeoning damage,
or a direct “blade of force” as piercing damage. User
must pass a CON check to avoid being knocked prone
from the release of energy.
Duster of Protection
A large leather cloak that magically sizes itself to fit
over the wearer’s clothing and armor. Grants +1 AC
and resistance to bludgeoning and piercing damage.
Shield Bracelet
A bracelet made of small shield charms made of gold,
silver, and iron; engraved with runes. Grants +2 to
Arcana, resistance to flame & lightning damage
Created by Brandon Witmer
194
Spirit beast mount system
You can award your players the use of a
spirit beast. This is a companion that can
be used as a mount. Each beast has
multiple bond levels. You unlock more
abilities and traits the more you bond
with your beast. It is up to the GM to
decide how well you are bonding with
your beast and whether or not you can unlock the
next tier of abilities and traits.
Spirit beasts live in the spirit realm when they aren’t
needed by the players. They can be summoned and
dismissed at will, but at least an hour must pass
after you dismiss the beast before you can summon
it back.
Spirit beasts can not die but if they drop to 0 hit
points they are dismissed to the spirit realm and
cannot be summoned for one week. If this happens,
you will lose one bond tier. While they do not die,
they do feel pain and emotions. They do not need to
eat and do not breathe but they do need to rest.
Spirit beasts appear either ethereal, fey or fiendlike
and are usually exceptionally large versions of
ordinary animals, albeit with incredible abilities.
Below you will find both the types of beasts available,
as well as what abilities they have when they reach
different tiers of bonding.
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Air Elemental TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your elemental, you can
understand the thoughts and needs of it to
Armor Class 20 the point you can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. Flying 80ft TIER 3 Physical improvements. The elemental
increases its movement speed to 120ft,
STR DEX CON INT WIS CHA Flying speed to 120ft, hit points to 210 and
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) gains immunity to poison and psychic
damage.
Condition Immunities Frightened, Incapacitated
Senses passive Perception 10 TIER 4 Whirlwind Each creature that begins its
Languages Common turn within 5ft of you must succeed on a
DC13 strength saving throw or take 15
TIER 1 Basic understanding. This creature will obey (3d8+2) bludgeoning damage and be
your commands providing it can hear or see knocked back 20ft.
you.
Actions
TIER 1 Tight pass The elemental can modify its
size and shape to the point it can fit through Stamp Melee Weapon Attack: +4 to hit, reach
gaps as small as one inch very easily. 5ft., one target. Hit 6 (1d8 + 2),
TIER 2 Wind aura While you are mounted on the
elemental, it sends a constant wave of wind Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
outwards from you. All space within a 15ft one target. Hit 4 (1d4 + 2) target must
radius of your elemental is considered succeed on a DC 13 Dexterity saving throw
difficult terrain. or be knocked prone.
Dash. The Air elemental can move up to its
full movement speed on top of its regular
movement.
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Armadillo TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge Spirit beast, neutral command your Armadillo, you can
understand the thoughts and needs of it to
Armor Class 20 the point you can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The Armadillo
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.
Condition Immunities Frightened, Incapacitated TIER 4 Protective instincts. While mounted on your
Senses passive Perception 10 Armadillo, it can flip over, grab you in its
Languages Common arms, curl into a ball and roll along showing
its protective shell. Attacks targeting you
TIER 1 Basic understanding. This creature will obey while in this state are made with
your commands providing it can hear or see disadvantage.
you.
Actions
TIER 1 Burrowing. The armadillo has a tunneling
speed equal to its movement speed. Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 2 Taxi for 5 The armadillo has grown one target. Hit 5 (1d6 + 2)
trusting of you enough to the point it will
allow up to 4 other people ride it as long as Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
you are on board. one target. Hit 5 (1d4 + 2)
Dash. The Armadillo can move up to its full
movement speed on top of its regular
movement.
Shield. As an action, The Armadillo can sit
infront of you and provide full cover.
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