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Published by archangel777, 2023-02-05 17:38:52

Menagerie of Magic

Menagerie of Magic

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


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. Maxwell McKrimmon's Magical Mustache Wax Wondrous Wondrous item, rare A small tin of clear wax advertised for "only the truest mustache enthusiasts!" though upon closer inspection you can see glimmers of rainbow speckles inside. Invented by the eccentric artificer Maxwell McKrimmon intended for mass production until his untimely disappearance. The average tin has 2d10 uses. Roll a d20 and give the following trait and effect to your facial hair for the next 24 hours based on your roll. Additional applications within 24 hour have no effect. Any spells granted use Charisma as their Attack Bonus or Spell Save DC. 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. Wondrous item, very rare (requires attunement by a monk) These magical wristraps cover the palms and knuckles of a monk. They imbue your unarmed attacks with magical power. You gain +2 to your attack and damage rolls made while wearing them and deal an additional 1d6 force damage. When you land a crit while wearing these wristwraps, you 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. Once per long rest you can declare a ziggurat shot. A small contained black sphere the size of normal bad news bullet, this does 4d10 force damage and they must make a constitution saving throw or take an additional 2d10 force damage. Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones. Created by Dalton Hetherington 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. Wondrous item, very rare (requires attunement) This ring contains as many charges as your character level. As an action, you may cast the polymorph spell targeting yourself. You consume one charge per CR of the creature that you morph into. You may use 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 Serinkyrr's Tome Wondrous item, rare Evocation spells cast by the wielder gain +1d8 damage, and enemies suffer disadvantage on saving throws made to avoid Evocation spells. Created by Isabela Barda 156


Shield of the Living Drake Shield, very rare (requires attunemnet) A shield in the shape of a small dragon made of a sparkling crystalline material, the moment someone 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 If the dragon has healing breath, there is no saving throw. As a consequence, anyone who is in range of the healing breath will each get healed for the amount that the player rolls. This also includes the potential to heal an enemy/creature if they are in range. Created by Dan Delk and Kyla Elswick 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


159 Sneaky Ferret Tiny Spirit beast, neutral Armor Class 12 Hit Points 37(5d10 + 10) Speed 40ft. STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 13 (+1) Senses passive Perception 13 Languages Common Skills Perception +3, Stealth +5 TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Enlarge/reduce The ferret can change it's size. it can be as small as a mouse, or as big as a horse. You can change the size for 8 hours (can be cancelled at any time to go back to it's normal size which is a bit bigger than a normal ferret). He has three charges 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. TIER 2 Camouflage. The ferret can adjust his colour in three schemes depending on the terrain. (White, snow terrain(snow ferret). Brown, forrest and normal. Dusty yellow, for dessert like areas) TIER 2 Mental bond. You can communicate with your ferret telepathically. Not only can you command your spider, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Invisibility The ferret can become invisible for up to 5 minutes. He has two charges to do this which recharge at dawn. Anything he wears/carries or anybody he touches will be invisible as well. The invisibility stops if he attacks (everybody will be visible). TIER 4 Teleportation. The ferret can use the spell teleport to a location you give, like you would cast the spell. He can teleport once per day, this will recharge at dawn. Created by Sarah Luyckx


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 Shield, Legendary (requires attunement) An adamantine shield in-layed with gold and displaying a large "H" motif in platinum. The Legendary Shield of Halcyon Day, can only be wielded by those of purest heart. The bearer of this shield may never strike the first blow, unless that blow is in defense of another (the bearer must have seen the target attack another living creature up to one minute before attacking). The shield is blessed by the god of justice and whenever any of the spell properties of the shield are activated the shield sings out the name of the bearer at a volume that can be heard by all creatures within 100' radius. When seen for the first time by an evil aligned Fiend, Drow, or Dragon, the Fiend, Drow or Dragon must make a DC20 wisdom check or suffer the frightened condition. If frightened they may attempt to repeat the check at the end of each of their subsequent turns. The effect of any aura spell, or aura effect generated by the bearer of the shield is extended by 10' . As a bonus action the bearer can cast Day Light up to three times a day. If cast in any condition other than bright sunlight, the shield bursts dazzling radiance. Any creature in a 15' cone in front of the shield is at disadvantage to all attack rolls while within the cone, for the duration of the spell, and must make a DC18 wisdom saving throw vs Blindness which lasts for one minute. As a reaction, up to three times per day, the bearer can cast Entangle when any creature makes an attack within 5' of the bearer. In the hands of a Paladin of a Good or Lawful god the shield may be used as a thrown weapon. Dealing 1D8 magical bludgeoning damage, attak and damage rolls 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 ___ The Lunar Rose Potion, very rare A living individual must plant the seed of any flora on the grave of their loved one, does not have to be a rose. The living loved one can water and care for the flower as normal but on each full moon, they must come and shed a tear on the grave of their loved one. If they care for and put as much love into the seed as they did in the relationship with the loved one, the seed will grow into the bud of a beautiful blue flora throughout the first year. However, the flora will not bloom until the deceased loved one has moved on from the Spiritual Realm. If they do not move on before the first full moon after the anniversary of their death, the flower will wilt. This potion is created by the nectar of The Lunar Rose once fully bloomed. Consume to cure any ailment, any injury, and individual become stabilized with one hit point. Created by Gregory Putnam The mighty Quill Wondrous item, rarity depending on strength (requires attunement) This an otherwise innocuous quill from a large bird. However, when the command word is spoken, the quill conjures forth a blade, either a dagger or a shortsword depending on the word spoken. The quill can hold this form for an 10 minutes and cannot be used again until a long rest. The blades attacks are considered magical for the purpose of overcoming resistances and can also come in +1-3 variants. Created by Hamilton Spivey 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 Wondrous item, rare (requires attunement) This belt has 2 pouches. One with caltrops and the other with ball bearings. These pouches refill magically each day at dawn. The bely also has a dagger that returns to the belt after being thrown Created by Adam Hill Unguent of Seaming Wondrous item, uncommon A flask filled with oil of a soft, glowing blue. When poured in a line along a wall, dribbles down to find and highlight even the most imperceptible of hidden seams and doorways. The flask contains enough oil for three uses. Created by Rick Osborne Uriel's Ring Ring, legendary (requires attunement by a rogue) Whenever you score a critical hit, add your sneak attack die to your damage. Created by James Rockefeller War Hammer of Forge Flame Weapon (Warhammer), uncommon, (requires attunement) This warhammer is hot to the touch. When you make an attack with the weapon, it acts as though the heat metal spell had been cast upon it. As an action, you 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 ___ Windcutting Scimitar Weapon (scimitar), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this weapon. When you hit a flying creature with this weapon, that creature takes an extra 2d6 slashing damage. While holding this sword, you can use an action to cast the Gust of Wind spell with DC 15. Once this property of the sword has been used, it cannot be used again until you finish a short or long rest. Created by Blake O. Filbin Wrap Of The Dragon Magus Wondrous item, legendary (requires attunement by a bard, sorcerer, or wizard) This deep purple hand wrap has a single emblem in the middle of the that resembles a capped gray mushroom that is encircled by silvery, dragon-like scales. When attuned to this item, the item magically resizes itself in order to wrap around the users forearm and hand, however the gray mushroom will always be visible and on the back of the users hand. While you are attuned to this hand wrap, you gain +2 bonus to your AC. Additionally, if you have a draconic bloodline or ancestry, any spell that uses your chose damage type will deal an additional 4d6 damage when cast. Once per week, you are able to cast a single spell one lebel higher than you are actually casting it as long as the base spell is not 9th level. Created by Alexander Ciganovich 165


Item sets T here 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 them 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 house The Noble house regalia is usually reserved for high ranking members of society. Whether that be 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. Whilst wearing 3 parts from this set, you may increase one ability score by +2. Additionally, you may cast the Haste spell. Once you have done this you must finish a long rest before being able to do so again. 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 The 5 rings were originally crafted as part of a 10 piece set but the others were lost . The rings themselves are fairly mundane and any one alone 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. While you are wearing 5 rings, you gain the ability to cast the Finger of death 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 This helm and sword set was originally forged for a great warrior to leech strength from their enemies and reinforce their own power. Usable only by the strongest of combatants. In order to use these items, you must be either a Barbarian or Fighter and must have at least 20 Strength. Created by Tristen Peterson 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. Set bonus Whilst wearing 2 parts of this armor set, you gain an extra attack when using the attack action. Whilst wearing 3 parts of this set, you gain the Sunder armor ability; You must announce you are using this before making an attack roll. If the attack is successful, the targets AC is reduced by 25% or 50% if the attack was a crit. 188


Cat Lord’s Virtues Varya (Elvish: Protector) Wonderous item, rare, (requires attunement) A pair of worn oversized looking leather gloves with rusted finely woven metal showing through at the knuckles and finger joints. No magical properties can be detected and donning the gloves for the first time reveals nothing more than originally observed. Donning them for a second time the wearer must succeed in a WIS 15 DC check in order to attune to the gloves. Failing, the wearer is deemed unworthy and discards them or gifts them to another. If successful, the true nature of these masterfully crafted leather and woven adamantine gauntlets are revealed visibly only to the attuned wearer as they meld to fit perfectly as a second reinforced skin. While attuned and wearing these gloves you gain a +2 Bonus to AC (if you are wearing no armour or using no shield). Upon being hit by up to two (one for each glove) melee or ranged weapon attacks you may use your reaction to negate any critical hit and reduce the damage by 1d10+Dexterity modifier upon the same. Additionally, using the Dodge action on your turn will negate any critical hits received (melee, ranged, or spell effect) until your next turn. Flexing either glove into a fist after touching the thumb to the index, middle, and ring finger on the same hand extends respective 6” adamantine claw(s) from the backside of each glove that may be used in melee combat. Each claw gains a +2 bonus to attack and damage rolls for 1d4 piercing or slashing damage per claw extended on each glove. The claws are considered finesse weapons scoring a critical hit on rolls of 19 or 20. Extending the fingers twice from a fist in rapid succession retracts the claws. Ascenë (Elvish: Easily Seen) Wonderous item, rare, (requires attunement) 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. ___ Handë (Elvish: Understanding) Wonderous item, very rare, (requires attunement) An ancient, ornate platinum lionesque skull cap with five large gemstones evenly inset along the centerline starting at the ‘third-eye’ in the middle of the forehead and proceeding backwards. The interior of skull cap is lined with a thin sheet layer of lead and arcane runes underneath the fine silk padding. The skull cap has fine silk cords used to affix it upon the wearer, but it is also notable that it has three clasp points at the left, right and top front, hinting it might attach to a matching half face mask. The wearer may use an action to cast Guidance or Mage Hand or Message at will. The skull cap has 18 charges and may use an action to expend 1 or more charges to perform one of the following benefits: • Expend 1 charge to cast Comprehend Languages • Expend 2 charges to cast Locate Object • Expend 3 charges to cast Dispel Magic • Expend 4 charges to cast Locate Creature • Expend 5 charges to cast Scrying The skull cap regains 2d8+2 expended charges daily at dawn. *** Varya’s +1 bonus to attack and damage increases by +1 for per attunement to Ascenë or Handë. Set Bonus Whilst wearing 2 parts of this set, Ascenë’s or Handë’s charges increase daily by +1d4+1. Whilst attuned to 3 parts of this set you may use an action to expend 1 or more charges to perform one of the following benefits: • Expend 1 charge to cast Shield • Expend 2 charges to cast Pass without Trace • Expend 3 charges to cast Haste • Expend 4 charges to cast Counterspell. Created by Bubba MacPherson 189


The Artifacts of the Tyrant Many scholars have speculated on the origins of these artifacts. Some attribute them to the orc God, Grumsh, forged to protect his people from those who would bring them harm. Others believe them to be Dwarven relics, given to them by Moradin to prevent any one clan from ruling over the others. A few believe it has no such godly origin, but instead has been infused over time with the endless souls it has taken, an infinite infernal engine. Whatever the origin may be, one trait holds true: they are the herald of destruction, bloodshed, the end of empires. Legends tell of unkillable behemoths, cutting swaths in the mightiest armies. Those who have survived encounters with them have described their wielders 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) a dark, iron hand, which you must cut your own hand off to use.) Grants it's user advantage on strength checks, sets their strength to 22, and grants "expertise" in the athletics ability. Also allows grappling creatures of up to two sizes larger (instead of just one). Set Bonus Whilst wearing 3 parts of this set the user can- cast "invulnerability" once per day, are immune to charm and fear effects, become one size larger (so medium to large, large to huge, etc). Expands their crit range to 18-20, and increase their strength to 29. These artifacts are intended for high-level play, and are powered such. 190


Armor of the Obsidian Wolf Very Rare, attunement required The Obsidian Wolf is a dark spirit of great savagery that stalks the lands in search of prey for the great hunt it inspires. Those that witness it, or spend too much time in it's blighted presence end up falling into the same hunger and bloodlust. A cult for the beast was formed, that worshiped the Savagery and all the blood it inspired. The best hunter, the strongest Apex Predator of the Savagery among the cultists, was honored by the Obsidian Wolf and blessed with the Armor, so it could spread the Savagery. Whenever the Apex died, the Armor would be passed onto the next, so that the hunt would never end. When wearing 1 of the items, no additional effects. Created by Kevin Ramdeo Rippers of the Wolf Wonrdous item, very rare (requires attunement) A twin pair of midnight black gauntlets, made of segmented metal plates. 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, three jagged claws extend from the knuckles as the metal climbs up the wearer's arm and bites into their skin, drawing blood. The wearer's unarmed strikes count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you unarmed strike uses a d4 for damage, and every time you strike an enemy, you deal 1 point of bleeding damage that persists for 1d4 rounds of combat. Every hit afterwards extends that by 1 round. Mantle of the Wolf 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. ___ Stalkers of the Wolf Wondrous item, very rare (requires attunement) Two thick leather boots lined in dark black midnight fur and segmented metal plates. Three claws extend from each boot. Dormant, the wearer can expend a reaction to dig in their claws to avoid being moved by a spell or attack. Spending a bonus action, the wielder can activate the boot'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 boots squeeze to fit the wearer, extending up their legs to their knees, biting into their skin and drawing blood. The wearer adds a +10 to movement speed which increases to +15 if they are moving towards someone who has been hit recently with a slashing or piercing attack. Set bonus When wearing 2 of the items, the user has advantage on Stealth checks. One bonus action activates both pieces of armor. The special ability activation damage is now a 1d8 and the user loses 2 hit dice. When wearing 3 of the items, the user is Cursed. One bonus action activates all 3 pieces of armor. The special ability activation damage is now a 1d12 and the user loses 3 hit dice. The wearer can cast polymorph as an action to transform into a guardian wolf. Once used, this special ability cannot be used for another 1d3 days. Cursed: The armor does not release the wearer after they have activated it, and can be removed by a Remove Curse spell. This ends the attunement, and allows the wearer to doff the armor. 191


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 192


Thesaurizant Autem Dracones The wild tales of the Thesaurizant Autem Dracones passed down over countless generations are legend itself. The veracity of these legends have never been corroborated, although the myth of the artifacts being used in concert by the dark architect of their genesis is a cautionary tale of greed and deceit. Honed from three different dragons, created in seclusion across the far corners of the realm, each artifact possesses a power far beyond mortal man. None of the artificers knew the evil the other had committed, capturing and corrupting the dragons for the advancement of power, and their own eternal renown. All the artificers were bound, consumed, and destroyed along with the dragons through numerous rituals to enact the Dracones’ creation. The dark architect who hoped for immortality lost everything after his brief possession of the Thesaurizant Autem Dracones. He reigned terror over all until he vanished into the annals of time, some say taken by a Demon Lord. Created by David and Anne Ruwoldt Perafuga Draconis Wondrous item, Very rare (requires attunement) Deep in the Anauroch desert, far from the Black Road, Eshaedra’s eyrie towered above all. She ruled the skies until capture and death found her. Immar the artificer ensorcelled her scintillating blue scales forging them into a shimmering backpack. Through dark rites her wings were attached creating an artifact that could hold a dragon’s hoard while also enabling quick flight. After the dark architect’s disappearance, the artifact was said to be reclaimed by Gerinvioch, Eshaedra’s mate. In order to attune to this item, the user must meditate and focus solely on this item for 30 minutes per day for 14 consecutive days. This modified Bag of Holding can summon wings to manifest and sprout from the bag itself. In addition to the regular benefits of a bag of holding, you gain a flight speed of 80ft. This lasts one hour. You must finish a long rest before doing so again. Spiritum Draconis Wondrous item, very rare (requires attunement) Far up in the Spine of the World, beyond where 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 stillbeating 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 littleknown gnome thief Tili, and was never seen again. In order to attune to this item, the user must meditate and focus solely on this item for 30 minutes per day for 14 consecutive days. This medallion allows the user to make a Dragon breath attack. Deal 16d6 fire damage in a 30ft cone from the caster. Targets caught in the area of effect must succeed on a DC17 Dexterity saving throw to take half damage. You must wait one week before being able to cast this again. Ungula Draconis Wondrous item, very rare (requires attunement) In the darkest places of the Vast Swamp the Black Dragon Forgrimmorithal lurked, reaching out to rain havoc until his life was cut short through gruesome magics. His black scales and talons were torn from his body and sewn into gloves, giving the wearer the power of a dragon’s might. Quanisi the dark tailor used some of the deepest magic of the realm in their formation. Able to deliver devastating blows to an opponent, the magic has waned over time limiting the damage that can be wrought. The gloves were held by a luckless gambler until lost in a game of chance. In order to attune to this item, the user must meditate and focus solely on this item for 30 minutes per day for 14 consecutive days. The wearer of these gloves may make a melee attack using the claws of the gloves. This attack deals 2d6+10 slashing damage. You may use this attack 3 times per glove. You must finish a long rest before doing so again. Set bonus Together these three Dracones enable transformation into an adult Black, Blue or Red (wearer’s choice) dragon once per week for a day. The more often the artifacts are used together the greater the chance of a Demon Lord appearing; 5% chance increasing for each consecutive week dragon transformation is used. The first time this ability is used, roll a d20. On a 1 a demon lord appears and attacks the party. For each consecutive week t his ability is used, increase the die roll needed to summon the demon lord. Week 2, 1 or 2. Week 3, 1, 2 or 3 etc. 193


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 Y ou 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. 196


197 Air Elemental Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. Flying 80ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Tight pass The elemental can modify its size and shape to the point it can fit through gaps as small as one inch very easily. TIER 2 Wind aura While you are mounted on the elemental, it sends a constant wave of wind outwards from you. All space within a 15ft radius of your elemental is considered difficult terrain. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your elemental, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The elemental increases its movement speed to 120ft, Flying speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Whirlwind Each creature that begins its turn within 5ft of you must succeed on a DC13 strength saving throw or take 15 (3d8+2) bludgeoning damage and be knocked back 20ft. Actions Stamp Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Slam Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) target must succeed on a DC 13 Dexterity saving throw or be knocked prone. Dash. The Air elemental can move up to its full movement speed on top of its regular movement.


198 Armadillo Huge Spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Burrowing. The armadillo has a tunneling speed equal to its movement speed. TIER 2 Taxi for 5 The armadillo has grown trusting of you enough to the point it will allow up to 4 other people ride it as long as you are on board. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your Armadillo, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The Armadillo increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Protective instincts. While mounted on your Armadillo, it can flip over, grab you in its arms, curl into a ball and roll along showing its protective shell. Attacks targeting you while in this state are made with disadvantage. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Bite. Melee Weapon Attack: +4 to hit, reach 5ft., 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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