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(DnD 5E) Aughthai's Archive of Items and Artifacts - The Homebrewery

Aughthai's Archive of Items ansd Artifacts - A homebrewed document for Dungeons and Dragons 5th Edition. <br>TBH, this one just started out as a place to store random Item templates. Eternal Work In Progress.

Keywords: DnD,D&amp;D,5E,5th Edition,Aughthai &#39;s Archive of Items &amp; Artifacts

Aughthai's Archive of Items & Artifacts

-

IntroductionEHOLD, LORDS AND LADIES! FOR YOU are Using This Book
about to witness the brilliant, unmatched,
wondrous Archibald The Great (me, obviously), Aughthai 's Archive of Items & Artifacts is a homebrew
as I, for the first time in the history of this land sourcebook. As such it provides universally applicable
character customization options such as feats, spells, magic
Bthat I don't know the name of, present my items, as well as simple and applicable systems for
Adventurous Inventions, or as I call them, Herbalism and Alchemy.
Adventions!
Sit back, relax, and refrain from touching the pot! Should D&D 5th edition is famous for its relative simplicity and
you feel any tingling, unexplainable pain or other unpleasant applicability, which allows a wide player base to get engaged
sensations., you may want to see a physician immediately!'
in the settings and systems it lays out. This simplicity,
however, makes it difficult to implement certain systems,

-- Aughthai The Great such as the crafting of objects, in a satisfying way. The
Old, demented, and slightly insane as she may be, Aughthai Herbalism and Alchemy systems, presented in this
The Great (a title which she gave herself) is still one of the supplement are held relatively simple and can allow players
most ingenious minds that have ever been. With a good soul, to make better use of their tools.
ever curious intent and a tendency to overestimate the
patience of her interlocuter, she escaped many a danger; be it Similarily, while there is a wide variety of usable objects
only because the conversation grew too tedious for anyone contained within the Player's Handbook, they do not scale
else involved. and are ineffective when used in higher-level campaigns. This
book builds upon these basic objects and offers scaling
Aughthai's faithful companion Sir Percival (First of his versions of each, so that they may be used more effectively
Name and Protector of all that is Good), a tiny homunculus and introduce further variety to combat.
alchemy pot on two legs with a pair of mechanical wings, is
never far from her, and Aughthai regards him as important a Although based on the official rules contained within the
friend as an assistant. Player's Handbook, the Dungeon Master's Guide,

Eberron: Rising from the Last War and Tasha's Cauldron of

Everything, this book is not an official supplement and has
Aughthai has spent many years adventuring, creating detailed not been approved by Wizards of the Coast. Moreover, most
records on hitherto unstudied objects, rare professions, and of the contents of this supplement have not been sufficiently
exceptional talents, and she has compiled them all in this playtested and are subject to change. Feel free to make
here compendium. Whether you're looking for magic items, a changes to the content presented here as you see fit and as is
beginner's guide to alchemy, or rules on how to put your tools appropriate for your game.
to use to create your own fantastic inventions: find them all in
Aughthai's Archive of Items & Artifacts! This book offers options to enhance campaigns and refine
character concepts in any world, weather you're adventuring
in Faerûn, Eberron, or in a world of your own creation!

2

Chapter 1: Herbalism and Alchemy

Herbalism Simple but effective

FURTHERMORE, IT IS IMPERATIVE TO KNOW THE The herbalism and alchemy skill systems in this homebrew
difference between the Primordial Balm and the Chromus supplement are held relatively simple on purpose in order to
Slime, for the one is fantastic in soups and stews, while the remain applicable for most DMs, players and campaigns.
other tastes remarkebly similar to hill giant's earwax. Which
one is which, you ask? And why would I tell you that? All the As complicated as you want it to be
fun lies in finding out yourself!
If you don't want to keep track of all the different names of the
-- Archibald The Great ingredients, you don't have to - they are just for flavor. Only
the rarities of the ingredients are what matters if you plan on
The Herbalism Skill using them to perform alchemy.
Herbalism ingredients grow in almost every terrain and
climate, and the trained eye picks them out from among
Rarity
ordinary weeds with ease.
Herbalism Ingredients Common
Anyone with the necessary equipment can gather Uncommon
ingredients as part of a short or long rest at the DMs Ingredients Rare
discretion. Arctic Very Rare
      Frozen Seedlings
Herbalism modifier = Wis. or Int. modifier + PB if you are       Arctic Creeper Common
proficient with the herbalism kit       Frostwood Bark Uncommon
      Silver Hibiskus Rare
In every terrain type, you can find four species of herbs, each Forest Very Rare
with a certain rarity: common, uncommon, rare, and very       Blue Toadshade
rare. The terrain types are arctic, forest, grassland, coast,       Nightshade Berries Common
desert, mountain, swamp and underdark. The DM       Spineflower Berries Uncommon
determines which terrain type most closely resembles the       Dragon's Tongue Petals Rare
one you are situated in when you make a herbalism ckeck. Grassland Very Rare
      Wild Sageroot
You can use the Herbalism Ingredients table for the exact       Lavender Sprig Common
names of the ingredients and where to find them, or make up       Fennel Silk Uncommon
your own, as long as every terrain type has exactly one of       Arrow Root Rare
each common, uncommon, rare, and very rare ingredient. If Coast Very Rare
you want to, you can ignore terrain types and the names of       Milkweed Seeds
herbs altogether and only track the rarities of the ingredients.       Harrada Leaf
      Siren's Green
When you want to gather herbs, make a herbalism check.       Hyacinth Nectar
You must determine which rarity of ingredient you want to
find before you roll. Some herbs are easier to find than
others, depending on their rarity. See the Herbalism table
below to determine the difficulty (DC) of the herbalism check.
If you succeed, you find 1d4 units of the ingredient.

Herbalism DC
13
Rarity of Ingredient 16
   Common 20
   Uncommon 24
   Rare
   Very Rare

3

Each potion and poison for which there exists a recipe is
listed in the Potions or Poisons table. Each potion or poison
Herbalism Ingredients, Cont. has a rarity associated with it: common, uncommon, rare, or
very rare. These rarities correspond to the rarities of the
Ingredients Rarity ingredients listed in the Herbs, Mushrooms and Berries table
under Herbalism. The higher the rarity, the higher the
Desert difficulty (DC) associated with brewing the potion, as shown
in the Alchemy table. You must decide which potion you want
      Rock Vine Common to brew before you make the alchemy check.

      Cactus Juice Uncommon In order to brew a potion of a particular rarity, you need
one unit of ingredient of the corresponding rarity. For
      Devil's Bloodleaf Rare example, if you want to brew a Potion of Healing, the rarity of
which is common, you need one unit of any common
      Dried Ephedra Very Rare ingredient. In which terrain type you found this ingredient is
of no relevance. Furthermore, you require a campfire or
Mountain another heat source over which you heat the mixture, and a
solvent (commonly clean water or distilled alcohol of various
      Verdant Nettle Common qualities) with which you mix the ingredients. The cost of this
solvent is dependent on the rarity of the potion or poison you
      Bloodgrass Uncommon want to brew, as shown in the Alchemy table.

      Mortflesh Petals Rare

      Quicksilver Lichen Very Rare

Swamp

      Fiends Ivy Common Alchemy

      Emetic Wax Uncommon Rarity DC Solvent cost Level Requirement
Common 13 15 gp 1st level or higher
      Primordial Balm Rare Uncommon 16 50 gp 3rd level or higher
Rare 20 150 gp 5th level or higher
      Chromus Slime Very Rare Very Rare 24 350 gp 9th level or higher

Underdark

      Luminous Cap Dust Common

      Amantia Cap Uncommon If you fail the alchemy check to brew a potion or poison,
you lose the ingredient, but you do not lose the solvent or the
      Wrackwort Bulbs Rare gp that solvent would be worth, since you can reuse it for a
different alchemy check. If you succeed on the alchemy
      Voidroot Very Rare check, you use up both the ingredient and the solvent.

Alchemy


NOW I WILL DEMONSTRATE TO YOU HOW TO prepare a Buying Recipes
simple healing potion. Sir Percival, I require your assistance! Potion and poison Recipes can be bought from other
Firstly, you must grind the seeds to a fine powder, before alchemists and herbalists. The price depends on the rarity of
stirring them with the alcohol in your favorite alchemy pot. It the recipe.
is of great importance that you have a good relationship to
your alchemy pot! Repice Cost

-- Archibald The Great Rarity

The Alchemy Skill Common Recipe Cost
Collecting and correctly identifying herbs is one thing, but Uncommon 200 gp
there is more to alchemical mastery than merely the Rare 800 gp
aquisition of ingredients. Very Rare 1 500 gp
4 000 gp
To brew a potion or poison, you must make an alchemy
check as part of a short or long rest. When you do so, you Researching Recipes
cannot make a herbalism check as part of the same short or Recipes can also be researched if the alchemist spends
long rest, and vice versa. Anybody who has alchemist's enough time experimenting, using their alchemist's supplies
supplies or a poisoner's kit on their person can attempt to or poisoner's kit. Choose a specific recipe before you start
perform alchemy, but those proficient with the tools have a researching. The higher the rarity of the recipe, the longer
higher chance of success. You must use alchemist's supplies the research takes.
to craft potions, and a poisoner's kit to craft poisons.

Alchemy modifier = Wis. or Int. modifier + PB if you are
proficient with alchemist's supplies/poisoner's kit

4

Recipe Research

Rarity Hours of Work Level Requirement
1st level or higher
Common 6 3rd level or higher
5th level or higher
Uncommon 20 9th level or higher

Rare 50

Very Rare 100

Ingredients aren't everything

To brew a potion correctly, you not only need the herbal
ingredients.

Applying the right temperature for the accurate amount of
time when preparing the potion, as well as mixing the
ingredients with the right solvent, all influence the outcome
of an alchemical operation.

Typically, alchemist's supplies include all the tools you need
to brew potions, while solvents are usually not included and
need to be bought from vendors, or collected.

Increasing applicability

At the DMs dicretion, you don't need to buy the solvent
beforehand, but can simply remove the corresponding
amount of gold from your coin purse as you brew the potion.

Costs are relative

The costs for solvents and potion recipes displayed on this
page are only suggestions. Some campaigns handle funds
differently than others, and a gold piece may not be worth the
same in every world. Your DM will decide which costs make
the most sense in the campaign you're playing.

Knowledge is the greatest treasure

Potion and poison recipes are perfectly suited as loot for your
player Artificers, Rangers or Druids. Consider adding potion
recipes to the loot table in your next campaign to give these
players more agency.

5

Potions Potions

Potion    Effect Rarity
Healing Potions
    Potion of Healing    You regain 2d4 + 2 Hit Points when you drink this potion.  Common
    Potion of Greater Healing    You regain 4d4 + 4 Hit Points when you drink this potion.  Uncommon
    Potion of Superior Healing    You regain 8d4 + 8 Hit Points when you drink this potion.  Rare
    Potion of Supreme Healing    You regain 10d4 + 20 Hit Points when you drink this potion.  Very Rare
Potions of Resistance
    Potion of Lightning Resistance    You gain Resistance to lightning damage for 1 hour.  Common
    Potion of Thunder Resistance    You gain Resistance to thunder damage for 1 hour.  Common
    Potion of Posion Resistance    You gain Resistance to poison damage for 1 hour.  Common
    Potion of Acid Resistance    You gain Resistance to acid damage for 1 hour.  Common
    Potion of Fire Resistance    You gain Resistance to fire damage for 1 hour.  Common
    Potion of Cold Resistance    You gain Resistance to cold damage for 1 hour.  Common
    Potion of Force Resistance    You gain Resistance to force damage for 1 hour.  Uncommon
    Potion of Radiant Resistance    You gain Resistance to radiant damage for 1 hour.  Uncommon
    Potion of Necrotic Resistance    You gain Resistance to necrotic damage for 1 hour.  Uncommon
    Potion of Psychic Resistance    You gain Resistance to psychic damage for 1 hour.  Uncommon
Potions of Giant Strength
    Potion of Hill Giant Strength    Your Strength score becomes 21 for 1 hour.  Uncommon
    Potion of Frost Giant Strength    Your Strength score becomes 23 for 1 hour.  Rare
    Potion of Fire Giant Strength    Your Strength score becomes 25 for 1 hour.  Very Rare

6

Potions continued    Effect Rarity
 Common
Potion    You gain a cimbing speed equal to you walking speed for 1 hour.

Special Effect Potions    During this time, you have advantage on Strength (Athletics)
 Uncommon
    Potion of Climbing    checks you make to climb.  Uncommon
   You can cast the animal friendship spell (save DC 13)
 Uncommon
    Potion of Animal Friendship    for 1 hour at will.  Uncommon
    Potion of Water Breathing    You can breathe underwater for 1 hour after drinking this potion.
    Potion of Growth    You gain the "enlarge" effect of the enlarge/reduce spell for
 Uncommon
    Philter of Love    1d4 hours (no concentration required).
   The creature that drinks this potion will become charmed
 Rare
    Potion of Fire Breath    by the next creature it sees within 10 minutes for a duration
 Rare
   of 1 hour.  Rare
    Potion of Invulnerability    You can use a bonus action to exhale fire at a target

    Potion of Mind Reading    within 30 feet. The target must take 4d6 fire damage or
 Rare
    Potion of Gaseous Form    succeed on a DC 13 Dexterity saving throw to halve
 Rare
   the damage. The effect ends after exhaling fire 3 times,
 Rare
    Potion of Clairvoyance    or after 1 hour.
    Potion of Diminution    For 1 minute after you drink this potion, you have resistance
 Very Rare
    Potion of Heroism    to all damage.
   When you drink this potion, you gain the effect of the
 Very Rare
    Potion of Invisibility    detect thoughts spell (save DC 13).
   You gain the effect of the gaseous form spell for 1 hour
 Very Rare
    Potion of Flying    (no concentration required) or until you end the effect
 Very Rare
   as a Bonus Action.
    Potion of Speed    You gain the effect of the clairvoyance spell.
    Potion of Vitality    You gain the "reduce" effect of the enlarge/reduce spell

   for 1d4 hours (no Concentration required).
   For 1 hour after drinking it, you gain 10 temporary hit points
   that last for 1 hour. For the same duration, you are under the

   effect of the bless spell (no concentration required).
   You become invisible for 1 hour. Anything you wear or carry

   is invisible with you. The effect ends early if you attack

   or cast a spell.
   You gain a flying speed equal to your walking speed for

   1 hour and can hover. If you're in the air when the potion

   wears off, you fall unless you have some other means of

   staying aloft.
   You gain the effect of the haste spell for 1 minute

   (no concentration required).
   When you drink this potion, it removes any exhaustion

   you are suffering and cures any disease or poison affecting

   you. For the next 24 hours, you regain the maximum number

   of hit points for any Hit Die you spend.

7

Poisons Poisons Type Rarity
Injury Common
Some poisons can be crafted just like potions with the Item Injury Uncommon
alchemy skill, while others need very special ingredients that Basic poison Injury
can only be harvested from certain monsters. Consult the Weak poison Injury Rare
Posions table to see what applies to which poison. If a Strong poison Ingested Very Rare
poison's rarity is special, the ingredients cannot be aquired by Superior poison Inhaled Uncommon
simple herbalism, but rather are gained by carefully Assassin's blood Contact
harvesting them from certain creatures. Depending on the Burnt othur fumes Injury Rare
campaign you're playing, some ingredients may even be Carrion crawler mucus Inhaled special
available for purchase. In this case, consult your DM for the Drow poison Inhaled
price. Essence of ether Ingested Rare
Malice Contact Very Rare
Like potions, poisons require a recipe to be crafted Midnight tears Ingested
correctly. If a poison's rarity is special, it counts as very rare Oil of taggit Injury Rare
for the purpose of buying or reseraching the recipe according Pale tincture Injury Very Rare
to the rules detailed in Chapter 2: Herbalism and Alchemy. Purple worm poison Ingested Very Rare
Serpent venom Ingested
Details on which poison requires which special ingredients Torpor Injury Rare
are listed below. When harvesting poison from a creature, the Truth serum special
creature must be incapacitated or dead, and the harvesting Wyvern poison special
requires 1d6 minutes followed by a DC 20 Intelligence Very Rare
(Nature) check. Proficiency with the poisoner's kit applies to Very Rare
this check if the character doesn't have proficiency in Nature. special
On a successful check, a character harvests enough poison
for a single dose. On a failed check, the character is unable to Basic poison (Injury). As an action, you coat one slashing
extract the poison. If the character fails the check by 5 or or piercing weapon or up to three pieces of ammunition with
more, the character is subjected to the creature's poison.

the poison. A creature hit by the posioned weapon or

ammunition must succeed on a DC 10 constitution saving
Poisons come in the following four types: throw or take 2d4 poison damage. Once applied, the posion
retains potency for 1 minute before dyring.
Contact. Contact poison can be smeared on an object and
remains potent until it is touched or washed off. A creature Weak poison (Injury). As an action, you coat one slashing
that touches contact poison with exposed skin suffers its or piercing weapon or up to three pieces of ammunition with
effects. the poison. A creature hit by the posioned weapon or
ammunition must succeed on a DC 14 constitution saving
Ingested. A creature must swallow an entire dose of throw or take 4d4 poison damage. Once applied, the posion
ingested poison to suffer its effects. The dose can be retains potency for 1 minute before dyring.
delivered in food or a liquid. Your DM may decide that a
partial dose has a reduced effect, such as allowing advantage Strong Poison (Injury). As an action, you coat one
on the saving throw or dealing only half damage on a failed slashing or piercing weapon or up to three pieces of
save. ammunition with the poison. A creature hit by the posioned
weapon or ammunition must succeed on a DC 16
Inhaled. These poisons are powders or gases that take constitution saving throw or take 8d4 poison damage. Once
effect when inhaled. Blowing the powder or releasing the gas applied, the posion retains potency for 1 minute before
subjects creatures in a 5-foot cube to its effect. The resulting dyring.
cloud dissipates immediately afterward. Holding one’s breath
is ineffective against inhaled poisons, as they affect nasal
membranes, tear ducts, and other parts of the body.

Injury. Injury poison can be applied to weapons,
ammunition, trap components, and other objects that deal
piercing or slashing damage and remains potent until
delivered through a wound or washed off, unless stated
otherwise. A creature that takes piercing or slashing damage
from an object coated with the poison is exposed to its
effects.

8

Superior poison (Injury). As an action, you coat one slashing Purple worm poison (Injury). This poison must be
or piercing weapon or up to three pieces of ammunition with harvested from a dead or incapacitated Purple Worm. A
the poison. A creature hit by the posioned weapon or creature subjected to this poison must make a DC 19
ammunition must succeed on a DC 18 constitution saving Constitution saving throw, taking 42 (12d6) poison damage
throw or take 12d4 poison damage. Once applied, the posion on a failed save, or half as much damage on a successful one.
retains potency for 1 minute before dyring.
Assassin’s blood (Ingested). A creature subjected to this Serpent venom (Injury). This poison must be harvested
poison must make a DC 12 Constitution saving throw. On a from a dead or incapacitated Giant Poisonous Snake. A
failed save, it takes 6 (1d12) poison damage and is poisoned creature subjected to this poison must succeed on a DC 12
for 24 hours. On a successful save, the creature takes half Constitution saving throw, taking 10 (3d6) poison damage on
damage and isn’t Poisoned. a failed save, or half as much damage on a successful one.

Burnt othur fumes (Inhaled). A creature subjected to this Torpor (Ingested). A creature subjected to this poison
poison must succeed on a DC 14 Constitution saving throw must succeed on a DC 15 Constitution saving throw or
or take 10 (3d6) poison damage, and must repeat the saving become poisoned for 4d6 hours. The Poisoned creature is
throw at the start of each of its turns. On each successive incapacitated.
failed save, the character takes 3 (1d6) poison damage. After
three successful saves, the poison ends. Truth serum (Ingested). A creature subjected to this
poison must succeed on a DC 12 Constitution saving throw
Carrion crawler mucus (Contact). This poison must be or become poisoned for 1 hour. The poisoned creature can’t
harvested from a dead or Incapacitated crawler. A creature knowingly speak a lie, as if under the effect of a Zone of Truth
subjected to this poison must succeed on a DC 14 spell.
Constitution saving throw or be poisoned for 1 minute. The
Poisoned creature is paralyzed. The creature can repeat the Wyvern poison (Injury). This poison must be harvested
saving throw at the end of each of its turns, Ending the Effect from a dead or incapacitated Wyvern. A creature subjected to
on itself on a success. this poison must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half as
Drow poison (Injury). This poison is typically made only much damage on a successful one.
by the drow, in a place far removed from sunlight. A creature
subjected to this poison must succeed on a DC 14
Constitution saving throw or be poisoned for 1 hour. If the
saving throw fails by 5 or more, the creature is also
Unconscious while Poisoned in this way. The creature wakes
up if it takes damage or if another creature takes an action to
shake it awake.

Essence of ether (Inhaled). A creature subjected to this
poison must succeed on a DC 15 Constitution saving throw
or become Poisoned for 8 hours. The poisoned creature is
Unconscious. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake.

Malice (Inhaled). A creature subjected to this poison must
succeed on a DC 15 Constitution saving throw or be
poisoned for 1 hour. The poisoned creature is Blinded.

Midnight tears (Ingested). A creature that ingests this
poison suffers no effect until the stroke of midnight. If the
poison has not been neutralized before then, the creature
must succeed on a DC 17 Constitution saving throw, taking
31 (9d6) poison damage on a failed save, or half as much
damage on a successful one.

Oil of taggit (Contact). A creature subjected to this poison
must succeed on a DC 14 Constitution saving throw or
become poisoned for 24 hours. The poisoned creature is
unconscious. The creature wakes up if it takes damage.

Pale tincture (Ingested). A creature subjected to this
poison must succeed on a DC 16 Constitution saving throw
or take 3 (1d6) poison damage and become poisoned. The
poisoned creature must repeat the saving throw every 24
hours, taking 3 (1d6) poison damage on a failed save. Until
this poison ends, the damage the poison deals can’t be healed
by any means. After seven successful saving Throws, the
Effect ends and the creature can heal normally.

9

Manual of Adventurous Inventions

HERE YOU FINALLY HAVE IT. INVENTIONS. SINCE this Invention Tiers
is kind of what I named this compendium after, I figured I
might as well explain how to actually invent something. It's Tier DC Invention time Cost
really not that hard once you figured it out. Some people say up to 5 gp
the most important thing is to think about what you want to 1 10 short rest/1 hour 5 - 50 gp
invent before you actually start inventing it. These people 50 - 100 gp
obviously have no idea what they're talking about! 2 15 3 hours 100 - 200 gp


3 20 12 hours
The act of creation lies at the heart of artifice. The forge of
invention burns with the ember of genius and is restricted 4 25 24 hours
solely be the mind of the creator.
This section offers guidelines for players who want to put

their tools to use and create something unique and
innovative. Such inventions range from simple objects like a Invention Tier Examples
pocket sun dial, to once-in-a-lifetime innovations like powerful
weapons or a pressurized diving suit. Listed below are a few examples of inventions and their
Presented below are examples for inventions of different respective tiers to help you get an idea of the rough power
power level and rules on how to make them. level of each tier of inventions, and which type of artisan's
tools are required to invent them.
Invention Theory
Inventions are divided into four tiers (1-4), which correspond Tier Example Inventions Artisan's tools
to the difficulty of inventing it, and the invention's potential
power and practicality. After you decided on the tier of your 1 Pocket sun Tinker's tools/smith's tools or
invention together with your DM, consult the Invention Tier dial/door jammer tinker's tools
table below.
2 Underwater Tinker's tools or smith's
To invent something, you have to have proficiency in one or lantern/self-coiling tools/tinker's tools
more types of artisan's tools. Which tool proficiencies are rope
required is very individual to your invention. Describe the
invention to your DM, and they will decide on which artisan's 3 Inventive weapon: Tinker's tools and smith's
tool is best suited in order to invent it. For example, a simple stake driver/self- tools/carpenter's tools
door jammer may use smith's tools or tinker's tools driving cart
depending on the desired material, while an inventive weapon
such as a harpoon canon will most likely require smith's tools 4 Pressurized diving Smith's tools and glassblower's
to be crafted. Sometimes your DM may decide that you need suit/hot air balloon tools/Carpenter's tools and
two or even three drifferent tool proficiencies in order to Weaver's tools
invent a particular item, depending on the invention's
complexity. Higher tier inventions are more likely to require Inventive Weapons
multiple tool proficiencies than lower tier inventions. If your invention is a weapon that you intend to use against
your enemies in combat, the amount of damage it should be
Once you know which artisan's tool to use in order to able to deal per turn depends on its tier. The Inventive
invent the item and you have proficiency with that tool, you Weapons table below provides suggestions for damage
can begin inventing. After you have spent the full amount of numbers for each tier. Note that these are not numbers
time required and expended the cost as detailed in the suggested for damage per attack, but damage per turn. If you
Invention Tier table, you may roll an Invention check, which are unsure, simply rule that an inventive weapon uses an
constitutes a straight Intelligence roll that adds only your entire action to attack once.
Intelligence modifier to the outcome.
Inventive Weapons
On a successful Invention check, you invention succeeds.
On a failed Invention check, your invention does not Tier Damage per turn
succeed, but you may try again using the same rules as 1 1d6 - 1d8
before. If the Invention check fails by no more than 5, the DC 2 2d6 - 2d8
for that particular invention is lowered by 1 each time. 3 3d6 - 2d8
4 4d6 - 4d8

10

Communication is key

Unsurprisingly, with the sheer unlimited number of possible
inventions, maintaining the balance of the game can be a
challenge.

If you are a player, make sure to discuss the mechanics of
this section with your DM, and communicate openly about
what you hope to achieve with each and every one of your
inventions.

If you are a DM, make sure that all your players understand
the systems presented here to ensure that none of them feel
left out, and tell your players what kind of inventions you will
and will not allow at your table. Don't forget that the gold cost
suggested here, as well as the time spent to invent a particular
item and the recommended damage numbers for inventive
weapons are just that: suggestions.

The systems presented in this section are not sufficiently
playtested yet and may not be quite right for your game. Feel
free to adjust as you see fit!

11

Archibald's Guide to Building your own

Automaton


Your Automaton is Unique
SIR PERCIVAL, DO YOU THINK WE SHOULD GIVE
When you build your automaton, think about who was the
fictional character in your world who created or acquired it,
you some weapons as well? No, I agree, you are a bit too and why. Maybe the automaton was purchased by a
young for something like that. Now where was I... ah yes, I prestigious bounty hunter to track down criminals, or
wanted to explain how to construct an Automaton, and, employed by a mages guild who require additional protection.
importantly, how to assure that it will not attack its creator... Maybe it was constructed by an ambitous artificer who
wanted to test her own limits of creativity and push the
-- Archibald The Great boundaries of what is possible.
The magnum opus of many Artificers are the magical
machines they build, be it for personal defense, as a All of the above mentioned automatons have a different
commission from a nobleman, or just for fun. As these purpose, and will therefore have different tools at their
Automata often serve as a personal project for their makers, disposal to deal with threats and carry out tasks. Each
they are as unique as the geniuses who design them. This automaton is unique: aside from a multitude of available
chapter is more aimed at DMs than players, as it offers a actions, reactions, passive abilities and tactical templates to
handy list of features and how to combine them in order to choose from, your automaton's appearance is for you alone to
create a unique enemy or ally that can use a giant variety of decide. Does it walk on 2 legs or 4, or does it have no legs at
abilities in combat. Simply follow the guidelines below, all? Is it built from rusty scrap metal, or the finest magically
choose a challenge rating you wish to go for, select your infused materials one can buy? Is it made to look humanoid?
desired actions, reactions and passive abilities, and then Maybe its parts arranged in a more practical manner, in order
decide on a combat strategy that the Automaton will employ. to be most efficient.
The better the chosen abilities synergize, the more dangerous
the result will be. By following the directions layed out in this section, you
will build your own unique automaton, which can be as small
Disclaimer: we take no responsibilty for dead party as a kobold, or as large as a giant. Such an automaton offers a
members, hurt feelings or nightmares caused by your combat experience like no other monster out there, and will
creations. surely push your players to their limits. Let your creativity run
free with this guide to building your own automaton!




12

Actions. An automaton has access to a number of
different actions it can take in combat. You choose which
Basic Automaton actions your automaton has access to (see section Actions
below), and the total number of different actions an
Construct, any size, unaligned automaton can have access to depends on its CR. Each
Armor Class see automaton hit points and AC table automaton has Multiaction, which allows it to take
multiple actions per turn. These actions are chosen from
(natural armor) its available actions, which must be chosen only from the
Hit Points see automaton hit points and AC table Actions section on the following page. How many actions
Speed 30ft. an automaton can take with Multiaction on each of its
turns in combat depends on its CR.
STR DEX CON INT WIS CHA Reactions. An automaton has access to a number of
different reactions depending on its CR, which you must
Condition Immunities Charmed, Poisoned, choose from the options provideed in the section
Exhausted, Frightened, Paralized, Unconcious Reactions below. As normal, the automaton can take only
one reaction per round.
Damage Immunities poison Passive abilities. An automaton has a number of passive
Damage Resistances thunder, nonmagical slashing, abilities which always apply. Choose from the options
provided in the section Passive abilities below.
piercing and bludgeoning damage Tactical template. The automaton employs one specific
Proficiency bonus. The PB of the automaton is strategy in battle. Choose from the options provided in the
dependent on its CR and equals the PB of a hero of section Tactical templates below.
the equivalent level.
Automaton abilities Passives Multiaction
Passive abilities 1 2
CR Actions Reactions 1 3
The automaton has a number of passive abilities as 2 4
detailed in the automaton abilities table. 1-3 3 1 2 6
3 8
Actions 4-7 4 1

Multiaction. see automaton abilities table. The 8-12 5 2
automaton can take a number of actions per round
as detailed in the automaton abilities table, 13-16 7 2
choosing only from its available actions.
17-20 9 3
Reactions


The automaton has a set of reactions available as

detailed in the automaton abilities table. The Hit points and AC of the automaton are listed in in the table
automaton can take only one reaction per round. below.

Tactical template Automaton hit points and ac AC
16
Choose a combat tactic for the automaton from the CR Hit points 18
options provided below, or make your own. 19
1-3 32 (5d10+5) 21
Basics 23
The basic features of any automaton are displayed in the 4-7 102 (12d10 + 36)
Basic Automaton stat block. Most of its features and abilities
depend on its Challenge rating (CR). 8-12 161 (17d10 + 68)

An automaton has four customizable abilities: Actions, 13-16 195 (20d10 + 85)
Reactions, Passive abilities and Tactical templates. How
many of these an automaton has access to depends on is CR 17-20 310 (28d10 + 156)
and is detailed in the Automaton abilities table.

13

The automaton's attributes are listed in the table below. Flamethrower. The automaton expels flames in a 15 foot
cone originating from it. Creatures in the cone must succeed
Automaton attributes on a Dexterity saving throw or take fire damage equal to the
automaton's CR. Creatures who succeed on the save take half
CR STR DEX CON INT WIS CHA as much damage (rounded up).

1-3 15(+2) 10(+0) 16(+3) 6(-2) 8(-1) 1(-5) Multicannon. Ranged attack: Dex. modifier + PB to hit,
range 40/60 ft., 4 targets. Make a seperate ranged attack for
4-7 18(+4) 12(+1) 18(+4) 8(-1) 10(+0) 3(-4) each target. Cannot attack one target multiple times within
the same action. Hit: 2d4 + Dex. modifier pericing damage.
8-12 20(+5) 13(+1) 21(+5) 10(+0) 11(+0) 5(-3)
Sonic pulse. A thunderwave spreads out from the
13-16 23(+6) 14(+2) 22(+6) 13(+1) 13(+1) 6(-2) automaton in all directions. All creatures within 15 ft. of the
automaton must make on a Constitution saving throw. A
17-20 26(+8) 16(+3) 25(+7) 17(+3) 16(+3) 8(-1) creature takes thunder damage equal to half the automaton's
CR on a failed save, or half of that on a successful one. On a

failed save, a creature is also deafened until the end of its

next turn.
If an action, reaction or passive ability of the automaton
forces a creature to make a saving throw, the DC equals the Paralyzing dart. The automaton shoots a dart that is
Automaton save DC detailed in the table below. coated in a paralyzing poison. Ranged attack: Dex. modifier +
PB to hit, one target, range 30/60 ft. Hit: 1d8 + Dex. modifier
Automaton save DC Save DC poison damage, and the target must succeed on a
12 Constitution saving throw or be paralyzed until the end of its
CR 14 next turn.
1-3 15
4-7 17 Confusion ray. The automaton emits high frequency sound
8-12 19 waves that can cause confusion of the mind. The automaton
13-16 targets one creature within 60 ft. of it. The target must make
17-20 a Charisma saving throw. On a failed save, a creature is
affected by the Confusion spell until the end of its next turn.
Actions
Barrier. The automaton activates a magical barrier that
The automaton has access to a number of different actions as envelops its body and grants the automaton temporary hit
detailed in the automaton abilities table. points equal to twice its challenge rating.


Multiattack vs. Multiaction
Stomp. Melee attack: Str. modifier + PB to hit, reach 5 ft.
radius around the automaton. Hit: 1d10 + Str. modifier Keep in mind that multiattack is not the same as multiaction.
bludgeoning damage. Creatures hit must succeed on a While multiattack allows a creature to make multiple attacks
Strength saving throw or be knocked prone. per turn, all within the same attack action, multiaction allows
Slam. Melee attack: Str. modifier + PB to hit, reach 5 ft., the automaton to take a variety of different actions per turn
one target. Hit: 2d8 + Str. modifier + half the CR (rounded up) that must not all be attacks, but can be disables or buffs. Some
bludgeoning damage. such buffs, like Dodge and Compaction, have certain use
Catapult. Ranged attack: Dex. modifier + PB to hit, range restrictions in place to maintain balance.
30/60, one target. Hit: 2d6 + Dex. modifier + half the CR
(rounded up) piercing damage. Blinding flash. The automaton flashes with bright light for a
Warning siren. The automaton emits an extremely load, fraction of a second. Each creature within 30 ft. of the
oscillating sound. Creatures within 30 ft. of it must succeed automaton must succeed on a Constitution saving throw or
on a Wisdom saving throw or be frightened until the end of be blinded until the end of its next turn.
their next turn.
Grenade. Ranged attack:
Posion gas. The automaton expels a poisonous gas in a 5
The automaton hurls a
ft. radius around it. The radius grows by 5 ft. each turn, until
grenade at a point it
it has reached a radius of 15 ft. A creature that starts its turn
can see within 30 ft. of it.
in the gas cloud must succeed on a Constitution saving throw
Each creature within
or be poisoned for 1 minute. A creature can repeat the saving
10 ft. of that point must
throw at the start of each of its turns. The gas dissipates 1
make a Dexterity saving
turn after reaching 15 ft. radius.
throw. A creature takes

fire damage equal to
Net expulsion. The automaton expels a net from its body.
twice the automaton's
Ranged attack: Dex modifier + PB to hit, range 20/40 ft., one
CR on a failed save, or
target. Hit: the target is restrained. A creature can make a
half as much on a
Strength check, freeing itself or another creature from within
successful one. its reach on a success. Dealing 6 slashing damage to the net
(AC 10) also frees the creature without harming it and
destroyes the net.

14

Psychic shock.The automaton focuses its neuronal network
on one creature within 30 ft. of it. The creature must make an
Intelligence saving throw or take psychic damage equal to the
creature's level. On a failed save, the creature can only take
an action, bonus action or move on its next turn.
Acid spittle. A stream of acid emanates from the automaton
in a line 30 ft. long and 5 ft. wide. Each creature in the line
must succeed on a Dexterity saving throw or be covered in
acid. A creature that is covered in acid takes 2d4 acid damage
at the start of each of its turns. A creature can use its action
to scrape or wash the acid off itself or another creature.

Arcane spell (Recharge 5-6). The automaton casts a spell
that has previously been stored within it. The spell can be any
spell that takes one action to cast. Each spell that is stored in
the automaton takes up one of its available actions.

Compaction. The automaton compacts its body and folds
in on itself. It repairs itself and regains hit points equal to
three times its CR. Until the start of its next turn, it remains
in this compacted form, in which it gains a +5 bonus to its
AC. The automaton can take this action only if it has not yet
taken an action this turn. After the automaton has taken this
action, it cannot take any other actions on the same turn.

Dodge. Attacks against the automaton have disadvantage
until the start of its next turn. The automaton can take the
dodge action only if it has not yet taken an action this turn.
After the automaton has taken the dodge action, it cannot
take any other actions on the same turn.

Dash. The automaton doubles its movement speed for the
current turn.

Disengage. The automaton doesn't provoke opportunity
attacks for the rest of the turn.

Passive Abilities

Choose a number of passive abilities for your automaton as
detailed in the automaton abilities table. You can choose any
combination of alternative traversal, offensive abilities, and
defensive abilities.
Alternative traversal
    Jetpack. The automaton has a jet propulsion system
attached to it. It has a flying speed of 30 ft. and must land in
between its turns or fall to the ground. When using its jetpack
to fly, the automaton doesn't provoke opportunity attacks.

Drilling. The automaton can transform parts of itself into a
drill. It has a burrowing speed of 30 ft.

Gyrocopter. The automaton has a flying speed of 30 ft. and
doesn't have to land in between turns. When the automaton
falls below half of its maximum hit points, the gyrocopter
breaks and the automaton loses its flying speed. If the
gyrocopter breaks while the automaton is in the air, it falls to
the ground.

15

Offensive abilities
    Spinning blade carapace. If a creature moves within 5 ft.
of the automaton or starts its turn there, it must succeed on a
Dexterity saving throw or take 1d6 slashing damage.

Electrified plating. When a creature hits the automaton
with a melee attack using a weapon made of metal, the
creature takes 1d8 lightning damage.

Offensive drone hangar. The automaton deploys two
smaller automata at the start of battle. Use the Offensive
Drone stat block provided below.

Self-destruct. When the automaton takes lethal damage, it
explodes. Each creature within 15 ft. of the automaton must
make a Dexterity saving throw. A creature takes fire damage
equal to twice the automaton's CR on a failed save, or half as
much damage on a successful one.
Defensive abilities
    Reinforced plating. Whenever the automaton takes
bludgeoning, slashing or piercing damage, it reduces each
singular source of damage by 3.

Arcane barrier. Spell attack rolls against the automaton
have disadvantage, and the automaton has advantage on
saving throws against magic.

Defensive drone hanger. The automaton deploys two
smaller automata at the start of battle. Use the Defensive
Drone stat block provided below.

Defensive teleport. The first time the automaton falls
below half of its hit point maximum during battle, it
immediately teleports up to 60 feet away (no action or
reaction required).

This is playtest material

Most of the content presented in this section has not been
thoroughly playtested yet, so if you feel that some of the
abilities are too weak or too strong, or the suggested hit
points and AC aren't quite right, feel free to make changes as
you see fit. You can also add your own ideas and features, and
change the automaton's condition and damage immunities as
well as its speed as you like.

16

Offensive Drone Defensive Drone

Small construct, unaligned Small construct, unaligned
Armor Class 14 Armor Class 18
Hit Points equal to twice the automaton's CR Hit Points equal to twice the automaton's CR
Speed walking and flying, 30ft. Speed walking and flying, 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 15 (+3) 14 (+2) 1 (-5) 1 (-5) 1 (-5) 8 (-1) 13 (+1) 16 (+3) 1 (-5) 1 (-5) 1 (-5)
Condition Immunities Charmed, Poisoned,
Condition Immunities Charmed, Poisoned, Exhausted, Frightened, Paralized, Unconcious
Exhausted, Frightened, Paralized, Unconcious Damage Immunities Poison
Damage Resistances nonmagical slashing, piercing
Damage Immunities Poison and bludgeoning damage
Damage Resistances nonmagical slashing, piercing Protective Field. For each functional defensive drone
that is within 20 ft. of the automaton, the
and bludgeoning damage automaton gains a +2 bonus to its AC.
Target Aquired. Attack rolls made by the automaton
against a creature that is marked by the Mark Target Actions
ability have advantage.
Distracting Signal. The defensive drone emits a
Actions disturbing sound towards a creature of its choice
within 30 ft. The creature must succeed on a
Force Bolt. Ranged Attack: 3 + automaton PB to hit, Wisdom saving throw or have disadvantage on
reach 40ft., one target. Hit: force damage equal to attack rolls until the end of its next turn.

half the automaton's CR, rounded up. The save DC equals the automaton save DC.
Mark Target. The offensive drone places a mark on a The defensive drone can also take the Dodge and
creature within 40 ft. The mark lingers on the target Disengage actions.
until start of the drone's next turn.
The offensive drone can also take the Dodge and
Disengage actions.

17

Reactions Tactical Templates

    Arcane countermeasure. When a creature casts a spell Each automaton employs certain battle tactics. Some are
within 30 ft. of the automaton, it can can use its reaction to specifically built to fend off mages, while others analyze their
shoot an electrified dart at the caster. The creature must enemies and adapt their strategy according to the target they
succeed on a Dexterity saving throw or take 1d8 lightning are fighting. Automatons that are employed by various law
damage and be stunned until the end of its next turn. If the enforcement parties are usually programmed to use non-
creature fails the saving throw, the spell it was casting fails. lethal force.

Threat repulsion. When a creature moves within 10 ft. of

the automaton, it can use its reaction to shoot a wave of Mage slayer. The automaton preferrably targets
compressed air, pushing the creature 10 ft. away from it in a spellcasters.
straight line. Single target elimination. The automaton always attacks
the target with the least hit points and will try to incapacitate
Reactive strike. When a creature moves within 5 ft. of the or eliminate it before attacking another.
automaton, it can use its reaction to swing an appendage at Weakness exploitation. The automaton analyzes its
that creature. Melee attack: Str modifier + PB to hit, reach 5 enemies and identifies their weaknesses. It will use actions
ft., one target. Hit: bludgeoning damage equal to 1d10 + half that require a saving throw preferrably against targets that
the automaton's CR. have the lowest chance of succeeding.
Non-lethal force. The automaton will try to knock out or
Escape prevention. When a creature within 5 ft. of the disable its enemies instead of killing them.
automaton disengages, the automaton can use its reaction to _TEMPLATE_NOT_FOUND_. The automaton's tactical
hurl bolas at that creature's feet. The creature must succeed template was removed or damaged to a degree that left it
on a Dexterity saving throw or be restrained. nonfunctional. As a result, the target of the automaton's
attacks is determined randomly for each action it takes.
Circuit overload. When the automaton takes lightning
damage, it can use its reaction to nullify the damage.
Automatons with a high CR can take up to 8 of actions per
The automaton's next melee or ranged attack deals additional turn (multiaction), which can leave your players feel helpless
lightning damage equal to the damage nullified. or bored when it's the automaton's turn in combat. Consider
splitting up its actions and scattering them throughout each
Damage nullification. (Recharge 5-6) When the round of combat to keep it spicy.
automaton takes damage from a singular source, it

can use its reaction to nullify it, taking no damage from

this source.

Reactive armor. When the automaton takes damage,

it can use its reaction to become immune to this type of
damage until the start of its next turn.

18

Socketing

In your adventures and travels, it's possible to find special In the following table you can see the damage type, which
gems which have been imbued with magic that can be used applies for the damage dealt with weapons and the
to add special benefits to your armor and weapons. The gems resistances for armors.
are divided in levels which determine the power of the gem,
and you can't use a gem with a higher level than the slot level. Color Damage Type
Brown Acid
Socketing Basics Blue Cold
You can add one socket to any armor, shield or weapon and Red Fire
you need to attune to the item with the gem for use its White Force
properties. You can change a gem from an item, but you need Yellow Lightning
to spend a short rest to attune to the new item with the gem Black Necrotic
again. Green Poison
Purple Psychic
Adding a Slot Orange Radiant
Gray Thunder
When adding a slot to an object, you need to spend the slot
cost shown in the following table, then you have to make a For example, a 1st level black gem socketed in a weapon
Dexterity check, adding your proficiency bonus if you have will add an extra 1d4 necrotic damage, and the same gem
the jeweler's tools and if are proficient with them. To craft the socketed on an armor or shield will reduce the necrotic
slot and use a gem, the character must meet a level minimum damage you take by 3.
determined by the slot level, as shown on the following table.

Slot Level Cost DC to create Character lvl
1st 250 gp 10 1st

2nd 500 gp 15 1st
3rd 750 gp 15 5th

4th 1,000 gp 20 10th

If you fail the check, you must finish a long rest to make the
check again, and if you fail the check by 5 or more, the slot is
damaged and the object cannot be socketed again.

You can hire an artisan to make the slot, but in that case
the slot cost will be doubled (this includes the hiring costs).

Gems Properties
Each gem has some special features depending of the object.
For armors and shields, the gem makes you more resistant to
a damage type, and for weapons, you deal the damage type of
the gem. The damage dice and the damage reduction are
determined by the gem level.

1st Level Gems

Armors and shields: Reduce the gem damage type by 3.
Weapons: You deal an extra 1d4 gem damage type.

2nd Level Gems

Armors and shields: Reduce the gem damage type by 4.
Weapons: You deal an extra 1d6 gem damage type.

3rd Level Gems

Armors and shields: Reduce the gem damage type by 5.
Weapons: You deal an extra 1d8 gem damage type.

4th Level Gems

Armors and shields: Reduce the gem damage type by 6.
Weapons: You deal an extra 1d10 gem damage type.

SOCKETING

19

Magical Miscellany Goliath's Javelin

Biblical Magic Items A-Z Weapon (javelin), rare
This javelin is exceedingly long and heavy. Any creature
Armor of the Leviathan
Medium or smaller wields it as a spear, while Large and
Armor (leather), very rare (requires attunement) larger creatures can use it like normal.
You gain a +2 bonus to AC while you wear this armor. In You gain a +2 bonus to attack and damage rolls with this
magic weapon. When you hit with this weapon, if the
addition, you gain a swimming speed equal to your walking creature is of a size smaller than you, it deals an extra 2d8
speed. You also gain advantage on Charisma checks made damage.
to interact with any creature with an innate swimming
speed. Helm of Babel

Bones of Elisha Wondrous item, rare (requires attunement)
While wearing this helm, you can understand all spoken
Wondrous item, very rare
Placing these on the body of a recently deceased person can languages.

bring that person back to life. Once per day, you can use Joseph's Coat of Many Colors
these bones to cast the spell raise dead using no material
components. Wondrous item, rare (requires attunement)
This magic cloak has 5 charges. While wearing this item, you
Circumcision Dagger
can use one charge to cast color spray. It regains 1d4 + 1
Weapon (dagger), uncommon charges per day.
You gain a +1 to attack and damage rolls with this magic While wearing this magic cloak, you have resistance to
radiant damage.
weapon.
When you score a critical hit with this weapon on a male Joshua's Schofar

human, you remove their genitalia. Wondrous item, rare
Once a day, you can use an action to blow this horn. If you
David's Harp
have taken no damage by the beginning of your next turn,
Wondrous item, very rare (requires attunement by a bard or you can use your subsequent action to cast earthquake
rogue) using no additional components.

David the shepherd boy. David the warrior. David the king. Samson's Donkey Jawbone
But David's true passion was his music. He sung songs to
his God and poured out his soul into his music. While Weapon (club), legendary (requires attunement by a
David has passed on into the next plane, his harp remained barbarian)
behind, still containing that which overflowed from his
deep, passionate soul. Only one who truly understands that You gain a +3 bonus to attack and damage rolls with this
passion can attune to an object of such power. The harp magic weapon. It has the thrown property with a normal
makes no noise when played by a creature that is not range of 20 feet and a long range of 60 feet. Immediately
attuned to it. after the attack, the weapon flies back to your hand.

A creature proficient with harps can attempt to play the harp, When you hit with this weapon, it deals an extra 2d8 damage.
DC 20 Charisma (Performance) check. On a success, they Additionally, when you are wielding this weapon without a
can cast a single spell from the list below to cast. shield or armor, you gain +2 to AC.

Spellcasting. While attuned to the harp, you can cast the If you score a critical hit or reduce a Large or smaller
following spells once per day: calm emotions, confusion, creature to 0 hit points with this weapon, the creature is
create food and water, crown of madness, invisibility, thrown up to 30 feet in any direction you choose and they
protection from evil and good, and suggestion. take 3d6 bludgeoning damage. If you choose a space with
another creature occupying it, that creature must make a
You can also cast charm person at will. DC 15 Dexterity saving throw or also take 3d6 bludgeoning
damage.
Ehud's Sword

Weapon (shortsword), very rare
You gain a +2 bonus to attack and damage rolls with this

magic weapon.
This weapon can be hidden on your person much more easily

than others. You have advantage on all Dexterity (Stealth)
and Charisma (Deception) checks to conceal this weapon
while you are wearing it.
If you have an open hand, you can use a bonus action to
switch this weapon to your offhand. Your next attack this
turn has advantage and you can still add your ability
modifier to the attack and damage rolls.

20

Seal of Solomon Once a day, you can cast the spells control weather and
earthquake from the staff using no material components or
Ring, artifact (requires attunement) charges.
A ring of great renown, the Seal of Solomon was given to
Staff of Moses
King Solomon by the Hebrew God. It is made of brass and
iron, with the Star of David engraved on its surface. It was Staff, legendary (requires attunement by a cleric, druid, or
forged in the heavens themselves, and cannot be destroyed warlock)
but by its creator.
Random Properties. Solomon's Seal has the following This staff can be wielded as a magic quarterstaff that grants
random properties: +2 to attack and damage rolls made with it. While holding
it, you gain a +2 bonus to Armor Class, saving throws, and
1 major beneficial property spell attack rolls.
2 minor beneficial properties
Wisdom of Solomon. While attuned to this ring, your The staff has 40 charges for the following properties. The
Wisdom score increases by 2, to a maximum of 22. staff regains 2d6 + 2 charges daily at dawn.
Master Summoner. Once a day, while attuned to the ring,
you can cast one of the following spells with the ring Master of the Serpent. You can use an action to throw the
without using any material components: conjure celestial, staff on the ground within ten feet of you. The staff
infernal calling, summon greater demon, or summon becomes a giant constrictor snake (see Monster Manual for
lesser demon. Any creatures summoned cannot harm you statistics) under your control and acts on its own initiative
while you are wearing the ring. Additionally, you know the count. By using a bonus action, you return the staff to its
true name of any fiend summoned in this way. The ring normal form in a space formerly occupied by the snake.
also acts as a devil's talisman for the purposes of the
infernal calling spell. On your turn, you can mentally command the snake if it is
Otherworldly Protection. While attuned to the ring, you gain within 60 feet of you and you aren't incapacitated. You
resistance to fire, necrotic, and radiant damage. decide what action the snake takes and where it moves
Additionally, you always have the effects of the protection during its next turn, or you can issue it a general command,
from evil and good spell on yourself. such as attack your enemies or guard a location. If the
snake is reduced to 0 hit points, it dies and reverts to its
Sling of David staff form.

Weapon (sling), legendary (requires attunement) Spells. While holding the staff, you can use an action to
You gain a +3 bonus to attack and damage rolls with this expend some of its charges to cast one of the following
spells from it, using your spell save DC and spellcasting
magic weapon. It has an increased normal range of 60 feet ability: bestow curse (3 charges), blindness/deafness (2
and an increased long range of 180 feet. When you hit with charges), contagion (5 charges), control water (4 charges),
this weapon, it deals an extra 2d8 damage or, if the target create food and water (3 charges), cure wounds (3rd-level
is a giant, 3d8 damage. version; 3 charges), dispel evil and good (5 charges), fire
If you roll a 19 or 20 with this magic weapon, it is a critical storm (7 charges), greater restoration (5 charges), ice storm
hit. Additionally, if you score a critical hit against a creature (4 charges), insect plague (5 charges), lesser restoration (2
that has fewer than 50 hit points, it must succeed on a DC charges), remove curse (3 charges), and sleet storm (3
15 Constitution saving throw or be slain instantly. A giant charges).
has disadvantage on this saving throw.
You can also use an action to cast one of the following spells
Staff of Elisha from the staff without using any charges: bless, detect evil
and good, fog cloud, purify food and drink, or protection
Staff, very rare (requires attunement by a cleric, druid, or from evil and good.
warlock)
Once a day, you can cast the spells control weather and
This staff can be wielded as a magic quarterstaff that grants earthquake from the staff using no material components or
+1 to attack and damage rolls made with it. While holding charges.
it, you gain a +1 bonus to Armor Class, saving throws, and
spell attack rolls. Water From Earth. As an action, you expend one charge by
striking a stone, a rock, or the soil. A geyser of clean water
The staff has 20 charges for the following properties. The gushes forth, lasting for 10 minutes. You can fill up to 50
staff regains 1d6 + 1 charges daily at dawn. gallons of water from this geyser.

Spells. While holding the staff, you can use an action to
expend some of its charges to cast one of the following
spells from it, using your spell save DC and spellcasting
ability: create food and water (3 charges), cure wounds
(3rd-level version; 3 charges), dispel evil and good (5
charges), greater restoration (5 charges), lesser restoration
(2 charges), raise dead (5 charges), and remove curse (3
charges).

You can also use an action to cast one of the following spells
from the staff without using any charges: bless, detect evil
and good, purify food and drink, or protection from evil and
good.

21

Tablets of the Law

Wondrous item, artifact (requires attunement)
These tablets of stone are ancient relics. On them are written

the original laws given by God, and thus are imbued with
deep magic. Whenever a non-lawful creature attunes to the
Tablets of the Law, they must make a DC 17 Charisma
saving throw. On a failed save, the creature's alignement
changes to lawful good.
Benefits granted by the Tablets of the Law last only as long as
you strive to bring order to the world. If you fail to perform
at least one lawful act within the span of 10 days, or if you
willingly perform a chaotic act, you lose all benefits granted
by the tablets.
Random Properties. The Tablets of the Law has the
following random properties:

2 major beneficial properties
2 minor beneficial properties
Spellcasting. While attuned to these tablets, you can cast the
following spells at will: calm emotions, command, detect
magic, suggestion, and zone of truth. You can also cast the
spell dominate monster once per day. You use your own
spellcasting DC for these spells. Any creature of lawful
alignment has disadvantage on any save to resist a spell
cast with the tablet.
Sign of Law. You are a symbol of order and law while
attuned to these tablets. You gain advantage on Charisma
(Persuasion) checks made to interact with lawful creatures
and Charisma (Intimidation) checks made to interact with
chaotic creatures.
Unflinching Mind. While attuned to this artifact, you cannot
be compelled, magic or otherwise, to act in a manner
contrary to your nature.

Item Ideas

List of more magic item ideas based on characters
and events from the bible.

Daniel's Robe
Isaiah's Robe
Bow made from Noah's Ark

22

Miscellaneous Items



Aegis of the Moment



Armor (shield), very rare (requires attunement)

Designed by an archmage tired of being vulnerable to melee



combat, this fine metal buckler glows faintly blue when

touched - striking it produces a brief flash of light.

Blink and You'll Miss Me. When you are hit with an attack

while wielding this shield, you can immediately use your

reaction to activate this magic item. When you do so, you

take no damage from the attack, & you disappear in a flash

of light, only to reappear in an unoccupied square within 5

feet of the spot you disappeared from at the start of your

next turn. The shield can be used this way once per short
or long rest. Amelia's Spellbook
Spellcaster's Friend. A spellcaster can attune to this item to
overcome a lack of proficiency with shields, receiving a +1 Wondrous item, unique (requires attunement by an
bonus to AC rather than the normal +2 bonus to AC from a Intelligence-based caster)
shield. Additionally, if you cast the Blink spell on yourself
while attuned to and wielding this shield, you may roll to This spellbook grants you +1 to all spell attack rolls. In
vanish with advantage if you choose. addition, the spells mage armor and shield are added to
your spell list and are always prepared for you. They do not
Aged Goodberry Wine count against your number of prepared spells.

Potion, rare Archibald's Workshop Coat
This bottle of thick red wine is miraculously made from
Wondrous item, very rare (requires attunement)
magical goodberries and peonies using a closely-kept This long-sleeved coat made of high quality tanned leather is
family recipe. It tastes fruity and floral, with notes of honey
and the feeling of a fresh breeze, and is deeply inconspicious from the outside, but holds a seemingly
rejuvenating. unending array of toolsets and places to store them on the
The bottle comes with 1d4 + 3 servings of the syrupy potion. inside. Archibald crafted a number of these coats for
A serving takes 1 minute to drink. When you drink this himself, since it happened once or twice that they would
wine, you can regain hit points by spending any number of catch fire during an experiment and needed to be replaced.
Hit Dice, as if you'd finished a short rest. Archibald's Workshop Coat grants a +2 bonus to AC, and
You regain 1 extra hit point for each Hit Die you spend in this resistance to acid and fire damage.
way. The wine provides enough nourishment to sustain a When you find this item, it comes with 5 random Artisan's
creature for one day. In addition, for the next 24 hours, tools (see PHB p. 154), and the inside of this coat can hold
whenever you roll a Wisdom or Charisma ability check or an unlimited number of tools.
saving throw, you add 1d4 to the total of the roll. While wearing Archibalds Workshop Coat, you gain a +2
★ "Genuine Goodberry Wine, aged for 66 months with bonus to ability checks you make using a tool.
flowers in spire wood casks. A favorite among the world's
most esteemed inhabitants."
★ "Bottled by Sayvrin on…"
★ The date and price seem to be smudged.

Argus Amulet

Wondrous Item (necklace), Legendary (requires attunement)
This item is a pure black gem connected to the user's

clothing, the gem glows a dark green when it is active. This
was created by a powerful spellsword archmage known as
Argus, whose martial and magical prowess was
unmatched.
He mainly preferred physical combat, using magic to teleport
from place to place, slashing an enemy before disappearing
the blink of an eye to the position of the next foe. When he
passed, the amulet was lost for years to come, many
seeking it out for its powerful enchantments and all of
them failing. Until now.
While attuned to this item, you gain the following benefits:
• Instead of moving on your turn, you gain a teleport speed
equal to your walking speed, which can be used to
transport yourself and any equipment you are wearing or
carrying to an unoccupied space you can see within range.
• You are able to summon a weapon or set of weapons as an
action. Whenever you take a long rest, you can change their
form as you please, but never any other time. The weapons
count as magical for the purpose of overcoming resistance.
The weapon(s) can take the form of any weapon or
alternate version(s) of weapons, with the only difference
being the weapon(s) deal 2d6 additional damage. The
weapon or weapons last until you dismiss them again as an
action.
When you drop to 0 hit points, you can choose to forgo
making death saves to get back up for a final stand. You
regain half your maximum hit points, and are using the
amulet's full power combined with your steel hard will to
live. For the next minute, you have resistance to all damage
and may add an additional 1d6 to any saving throw you
make.
★ Upon enchanting this artifact, Argus poured his burning
determination to push onwards and his adamantine-like
will to live into the magic he used to enchant it, for the
purpose of helping to keep him and anyone worthy enough
to use it from death when the situation calls for it.

Artificiers' Goggles

Wondrous Item, Very Rare (Requires Attunement)
While wearing these goggles, you have advantage on Wisdom

(Perception) and Intelligence (Investigation) checks that
rely on sight. You also have darkvision and can see in
magical darkness out to a range of 60 feet. If you already
have darkvision, wearing the goggles increases its range by
60 feet.
While wearing these goggles, you can use an action to
expend 1 or more of its charges to cast one of the following
spell effects from them, using your spell save DC and spell
attack bonus:
• You can spend 1 charge to gain the ability to understand all
written languages for one hour, regardless of whether or
not you speak the language.
• You can spend 3 charges to gain the ability to look at any
single object and determine the mass, dimensions, and
basic material makeup of that object.
• You can spend 6 charges to cast 'True Seeing', with no
material components.
The goggles have 20 charges for the following properties.
The goggles regain 2d8 + 4 expended charges daily at
dawn.

24

Arista, Wand of the Spire (Prerequisite: 9th-level wizard) While holding the wand, you
can expend 3 of its charges to cast the banishment spell,
Wand, artifact (requires attunement) using your spell save DC. In addition, you are always under
This elegant silver and gold wand was crafted by the the effects of the see invisibility spell.

archmages that first arrived in Orostead centuries ago, well (Prerequisite: 13th level) While holding the wand, you gain
before the magical fallout of the Upheaval. It has been truesight out to a range of 10 feet.
carefully used by only the extremely powerful or clever for
generations. The wand has 7 charges for some of the (Prerequisite: 13th-level wizard) While holding the wand, you
following properties. It regains all expended charges daily can use an action to expend 1 or more of its charges to cast
at dawn. If you expend the wand's last charge and are not a one of the following spells, using your spell save DC:
wizard, roll a d20. On a 1, the wand vanishes and returns to arcanist's magic aura (1 charge), dimension door (2
a secret vault within The Spire of Aristaeus, the legendary charges), etherealness (5 charges), fog cloud (4 charges; 1
wizarding tower in Orostead. mile-radius sphere that remains for the duration of the
Variant Properties. Some properties of this artifact are spell), guards and wards (4 charges), private sanctum (2
locked behind layers of dormant magic. As you grow charges), teleport (5 charges).
stronger and reach certain milestones, these properties
may become available to you. This wand can have up to 3 (Prerequisite: 20th-level wizard) You gain the benefits of all of
of the following properties active at a time. When you this wand's variant properties.
attune to Arista, you can choose to activate up to 3 of its
variant properties whose prerequisites you meet. Destroying Arista. The only way to destroy Arista, Wand of
Whenever you finish a long rest, you can replace any of the the Spire is to leave it in an antimagic field on the Ethereal
activated properties with another one. Plane for 100 years, at which point it finally succumbs and
While holding the wand, you can use an action to cast one of becomes nonmagical, allowing it to be easily snapped in
the following spells from it, using your spell save DC: two.
create or destroy water, floating disk, fog cloud, gaseous
form, identify, or sanctuary. Once the wand has been used ★ The wizards sat in their twisting tower, rising above the
to cast a spell, it can't be used to cast that spell again until lake. There they surveyed the currents: both of the lake and
the next dawn. of the people in the city below. Amid the seagull cries were
While holding the wand, you can use an action to expend 1 of the whinnies of pegasi and clean lake wind. You could see,
its charges to cast the magic missile spell. When you reach hear, and think clearly from above. When you're high up,
9th level, this spell is cast at 2nd level instead, and is cast at the problems of everyday minutia seem simple.
3rd level once you reach 13th.
(Prerequisite: 5th level) You gain a +1 bonus to spell attack The queen had told them they were foolish to think this way
rolls and spell save DC. This bonus increases to +2 when of course, and that, no, you couldn't feed or house a city
you reach 9th level, and +3 when you reach 17th. with a wave of your wand. That real problems exist amidst
(Prerequisite: 5th-level wizard) While holding the wand, you the nonmagical, too. She was a good leader, to be sure, but
can use an action to cast the unseen servant spell. she was wrong about one thing.
(Prerequisite: 9th level) While holding the wand, you can use
an action to expend 2 of its charges to create one of the ★ There's always a wand to solve your problems.
following effects, using your spell save DC: Drilling Gust.
You harness the ever-present winds of Lake Ils and tighten 25
them into a magic, twisting spear. The spear flies from the
wand and forms a line 60 feet long and 5 feet wide,
piercing through any creature in the area. Each creature in
the line must make a Constitution saving throw. On a failed
save, a creature takes 3d6 piercing damage and 3d6 cold
damage and is pushed 15 feet away from you. If a creature
fails the saving throw by 5 or more, it is also knocked
prone. On a successful save, a creature takes half as much
damage from the effect and isn't pushed.
Siphoning Vortex. You conjure the strange undercurrents of
Lake Ils and create a magical whirlpool in a 15-foot-radius
circle at a point on the ground you can see within 60 feet of
you. Each creature in the area must succeed on a Strength
saving throw.
On a failed save, a creature takes 4d6 bludgeoning damage
and is pulled up to 10 feet toward the point. If a creature
fails the saving throw by 5 or more, it is also knocked
prone and spends its action on its next turn coughing and
sputtering water. On a successful save, a creature takes
half as much bludgeoning damage and isn't pulled. The
water spreads out across the ground, extinguishing
unprotected flames in its area, and then it vanishes.

Ashak-Tal, the Crown of Undeath Bangle of Balance

Wondrous item, artifact (requires attunement by a spellcaster Wondrous item (bracer), unknown rarity
who knows the Animate Dead and Create Undead spells) This steel bracelet is cursed. As soon as one member puts it

This ancient crown was once worn by the first wizard to on, an identical bracelet appears on the same wrist on
discover the secrets of necromancy. It was forged from everyone else in the party.
black iron by duergar slaves, set with rubies shaped by Any damage taken by a player character is split evenly among
Deep Gnomes and cooled in Drow blood. everyone rounded up. Any status effect put on one of the
player characters, except unconscious,is now put on all
The frontal spine is created from the bones of a slain player characters.
Dracolich. Wearing the crown has the following benefits: Any healing given to a player character is split evenly among
everyone rounded down to a minimum of one each. To
When you cast Animate Dead, you can target an extra d8 remove this bracelet, all players have to receive Remove
corpses or skeletons per casting. When you cast Create Curse, not just one.
Undead, you can create one additional ghoul.
Book-Bag of Holding
The crown has 20 charges, and regains each of them each
dawn. You can use an action to choose an appropriate wondrous item (adventuring gear), Uncommon
corpse, spend one or more of these charges, and create This School provided sachel has an interior space
each of the following:
considerably larger than its outside dimensions, roughly 2
• 1 charges- specter, warhorse skeleton feet in diameter at the mouth and 4 feet deep. The bag can
• 3 charges- ogre zombie, minotaur skeleton, ghast, mummy, hold up to 500 pounds, not exceeding a volume of 64 cubic
feet. The bag weighs 5 pounds, regardless of its Contents.
will-o-wisp Retrieving an item from the bag requires an Action.
• 5 charges- wraith, flameskull, beholder zombie However, a variation on the enchantments for a traditonal
• 7 charges- vampire spawn Bag Of Holding, make it so this bag will hold only
• 15 charges- mummy lord, vampire textbooks, parchment for classes, and other school
These creatures are under your control when raised, and supplies.
If the bag is overloaded, pierced, or torn, it ruptures and is
remain so indefinitely. At the start of each of your turns, any destroyed, and its Contents are scattered in the Astral
undead within 120 ft of you that is not already under your Plane. If the bag is turned inside out, its Contents spill
control must pass a DC 20 Wisdom saving throw or forth, unharmed, but the bag must be put right before it can
become under your control, following your orders to the be used again. Breathing Creatures inside the bag can
best of its ability. survive up to a number of minutes equal to 10 divided by
You can also use an action to destroy an object within 30 ft of the number of Creatures (minimum 1 minute), after which
you that can deal radiant damage. If the chosen object has time they begin to suffocate.
a Charisma score, it must make a DC 20 Charisma saving Placing a bag of holding inside an extradimensional space
throw or be destroyed. Artifacts have advantage on this created by a Handy Haversack, Portable Hole, or similar
saving throw. item instantly destroys both items and opens a gate to the
If the chosen object does not have a Charisma score and is Astral Plane. The gate originates where the one item was
being worn or carried by a creature, that creature makes a placed inside the other. Any creature within 10 feet of the
DC 20 Charisma saving throw instead; on a failed save, the gate is sucked through it to a random Location on the
chosen object is destroyed. If the chosen object does not Astral Plane. The gate then closes. The gate is one-way
have a Charisma score and isn't being worn or carried by a only and can't be reopened.
creature, the object is destroyed. Once this ability has been
used, it can't be used again until the next dawn.
The crown is a sentient artifact with Int 20, Wis 14 and Cha
18. It desires its wearer to rule the living and undead
across the world, and be the greatest necromancer ever. It
presses its wearer to seek out new dark secrets and
magical treasures.
It hates gods of undeath with a passion, and strives to destroy
such beings as Orcus. It drives its wearer to acts of evil in
order to gain power. It does not wish to rule, but simply to
bask in the power of a global rule of undeath.
• 2 minor beneficial properties
• 1 major beneficial property
• 2 minor detrimental properties
• 1 major detrimental property
Destroying the Ashak-Tal, the Crown of Undeath. The
Crown of Undeath can only be destroyed by being
drenched in the blood of a cleric or paladin of lawful good
alignment on the positive energy plane. This causes the
crown to break, and has the side effect of causing all dead
bodies within a mile to rise as zombies or skeletons.

26

Black Dragon Heartblade

Weapon (any sword), artifact (requires attunement)
You gain a +3 bonus to attack and damage rolls made with

his magic weapon, and it deals an additional d6 of acid
damage on a hit. You can also understand and speak
Draconic.
Dragonkin. You have disadvantage on attack rolls against
chromatic dragons and saving throws against their breath
weapons.
Draconic Ward. You are immune to being blinded, deafened,
frightened, petrified, or stunned while attuned to this
weapon. You are immune to acid damage.
Breath Weapon. As an action, you can deal acidic damage to
your enemies. Each creature in a 5 ft x 30 ft line must
make a DC 18 Dexterity saving throw. A creature takes 5d6
acid damage on a failed save, or half as much on a
successful one. You cannot use this feature until you finish
a long or short rest.
Hate of the Swamp. Your eyes turn black, and you feel a
draconic brutality in your veins. When make a critical hit
against a creature with this weapon and they have 50 hit
points or less, they are subject to torturous pain until the
end of your next turn. While the target is affected by this
pain, any speed it has can be no higher than 10 feet. The
target also has disadvantage on attack rolls, ability checks,
and saving throws. Finally, if the target tries to cast a spell,
it must first succeed on a DC 15 Constitution saving throw,
or the casting fails and the spell is wasted. If you deal any
damage to this creature on successive turns, the torturous
pain effects are prolonged until the end of your next turn
after dealing the damage.
Cursed. Once you attune to this cursed weapon, you cannot
unattune from it or unequip it unless you are targeted by
the remove curse spell or similar magic.
The essence of the black dragon resides within this artifact.
Whenever a non-evil creature attunes to the Black Dragon
Heartblade, that creature must make a DC 19 Charisma
saving throw. On a failed save, the creature's alignment
changes to neutral evil. Every thirty days, the creature can
make this save again. If a creature unattunes from the
artifact and is restored to its original alignment, it cannot
attempt to reattune to this weapon until thirty days have
passed.
When unsheathed, this weapon appears to drip with a dark
green acid. The blade is shiny and in some cases, stained
as black as obsidian, with a slightly serrated edge. When a
creature attunes to this artifact, the blade becomes the
wielder's sword of choice.

27

Black Weapon of Betrayal If the Attuned Wielder allows the Weapon to change his
mind, and chooses a different option to the one he chose
Weapon (any), very rare (requires attunement) before, the weapon is satisfied, and returns to the Attuned
You gain a +1 bonus to attack and damage rolls made with Wielders side willingly, banishing their body.

this magic weapon, if you have 5 levels in a class, this If not, the weapon attempts to kill the attuned wielder, if the
bonus increases to +2, and again at 10th to +3, 15th to +4, Weapon fails to kill its attuned wielder, and is reduced to 0
and +5 at 20th level. hitpoints, they return to their original form, still attuned.
This weapon is sentient, and its Mental Ability scores are
derived from Its Attuned Wielders Physical Ability scores. If their attuned wielder is slain, they weapon becomes
Str = Char, Dex = Int, Con = Wis, with the weapon able to see Unattuned.
all that its Wielder sees and senses, has its own 60 ft
radius of Truesight, but cannot communicate in any way. When this Weapon is Unattuned, it vanishes and appears
It's nature prevents it from communicating through divination elswhere in the world, its memory and History wiped away
cast upon it. At most, it can Hum and glow, but this takes to prevent its nature being revealed too early.
too much effort to coherently answer yes or no questions.
Additionally, when you reach 7th, 14th and 19th level while
attuned to this weapon, the DM may grant the weapon an
additional magical effect of their own creation or from
another magic item if they deem it appropriate.
Curse: This weapon is cursed with a sinister and subtle
curse, and becoming attuned to it extends the curse to you,
this curse cannot be detected via Divination magic of a
lower level than 6th.
Additionally, the weapon has no derivable history for the spell
Legend Lore to trace, it appears to be a well crafted
magical weapon, no more, no less.
As long as you remain cursed, you are unwilling to part with
the weapon, and have no reason too, keeping it within
reach at all times.
You also have disadvantage on attack rolls with weapons
other than this one, unless no foe is within 60 feet of you
that you can see or hear, only a wish spell or remove curse
cast at 6th level, can release you from this curse, doing so
forcefully unattunes you from the weapon.
Secret Features: Additionally, when it is first attuned to, the
DM must secretly create a hidden character sheet, this
hidden sheet matches the attuned wielder's Ability scores,
Race, Clas,s and level, and is even equiped with the
Wielder's Magical and Non-Magical items, they are a
replica of the Attuned Wielder up until the hidden
character's Choice of ability score increases/Feats, and
Class Archetype, these must be chosen by the DM in a way
that makes this secondary hidden character, a foil to the
Attuned Wielder, to oppose them, a DM might also create
their own Archetype to give to this Hidden character, if one
isn't found to suitably create an Opposing force to the
Attuned Wielder.
Whenever the plot demands an attuned wielder to make a
Moral Decision between Good and Evil, Law or Chaos, or
any combination of the four, they must Roll a d20 and
compare the result to their Class level, if the roll is a 20,
nothing happens.
However, if the roll is Under their total class levels, The
weapon rips itself from the Wielders grasp or container,
and summons the character written into the Hidden
character sheet.
This character looks identical to the Attuned Wielder, the
Weapon is in complete control of the New character, and
seeks to destroy or Sway their attuned wielder to a
different decision, At this point, the Weapon can use its
new body to speak to its attuned wielder, where it could not
before.

28

Blade of Mortals B̸̨̩̫̌ ḷ̴̨̙̀̓͑̂ á̷̛͔̿ d̸̤͛̄ ě̴̘̝͑ (̷̟̩̣̐̀Ȯ͛̔͊B̧̨̬͚͛ rf̸̂̑̋o̡̓ a̷̡̛̺̙͈E̵͂̃͗d̢̖̺ns̷̖̓wd̵̯̦͈̈̀o͉ į̵̢͍̗̽rn̵d̼̈͆̕)g̴̳̎͝,̻̱ s̸͍̆͛ (requires attunement by a

Weapon (Arming Sword), artifact (Requires Attunement by a Weapon Legendary
humanoid) Great Old One Warlock)
This sword has ornately sculpted runes wrapping around the
This weapon was forged by a half-orc after his orcish tribe handle, & detailed engravings of suffering and madness on
was destroyed by an emperian who had deemed them evil, the guard. It was forged by the ancient servants of
and his human family he ran to afterwards was unknown Gods, & appears to be in motion when viewed
slaughtered by fiends. It looks like any finely-crafted sword from the corner of one's eye.
until it has been attuned to, at which point the phrase "no This bizzare & suprisingly light weapon gives a +3 bonus to
gods, no devils, only us" appears on one side of the blade in attack and damage rolls made with this weapon, as well as
Common, and on the other in Orcish. dealing an additional 1d10 psychic damage on a hit.
While using t ̩hh͍̼ e̴̠̲i̧͎̼͆̑sck̷͂̏̔̆b̑ s̳̥laadned, you also gain +20 pttoosypㄗciheἑriŖ̤c̳̥̟c̝̘̖̦̳ Cî̷d̪̒ne̠̲a̴̧͆̑g͎̼ Ṕmd‫ﮢ‬Ţaa'̸͆̂̏̕g̋̾miΘea.ทge&,
While wielding this weapon but not attuned to it, it acts as a ‫ﮖ‬tƺalɨ卄 Ĉ̷̪̒ ignore resistance
+3 weapon. along with resistance and immunity to
His Likeness. When you attune to this weapon, green
Strength of Orcs. This weapon lands a critical hit on a 19 or leathery wings sprout from your back, granting you a flying
20, and if you would have landed a hit without adding your speed of 50 feet if it isn't higher already. You gain a swim
proficiency bonus to the attack roll, you may add your speed of 20 feet if it isn't already higher, & you can breathe
proficiency bonus to the damage roll. underwater. If you have 17 or more levels in the warlock
class, you gain resistance to necrotic damage.
Resolve of Dwarves. Whenever you take piercing, slashing, Cursed. This sword is cursed and possessed by a eldritch
or bludgeoning damage, you may reduce the amount of spirit. When you attune to this magic item, you become
damage you take by your Constitution modifier. cursed until the curse is broken with a remove curse spell
or similar magic. You can’t voluntarily end your attunement
Wisdom of Elves. You can use this as a spellcasting focus, DAseTt͌卄2̧̤̳́osl̥ 0Eotḁ̸̞͍̤t̖̱t̞r̝nDhz̥h̞͍̤̖̱o̞̝gae-]ylv[aeiDie̟̝̘n̖̦tsv̳ ̈ë̶́Ὰẽ̚g̴̾̑y̧l̹̪̭̺̠̀̅̑͌̒̆͂m̢͈̣̗̟lCTotW̠̺̭̪͂̆̒͌̑̅̀҉huᾺueanrCrelB̸̌Ǫ̛́le̩̫mỏl̴ṣ̨̙̀̓͑̂R̶ac̷̛̳̃́̿as͔̥kRd̸̀͛̄i̤̒ tne̴Ṻ̌h͑o̘̝ ̷̇̐cèf̟OۚP̷̧̨̩̣̬͚͛̔͊͛utc ̗̲̻hf̸̢͉̬̺̟̂̑rT̡̋̓u ̷̡̛͈̙s̺eE̵͂̃͗E̷̢̖ȓ̺̚é̟snG̷ ̲̓d̖̭̼Ded̵̈,̴̯̦̀r͈͉ y̾ei̵į̢̘͍̗̽]sn̵oöa̼͆̕g̴͝u̳̎sbt̻̱ s̸t̆͛r͍Oa..o ͂Hŗ̳̟l̖͉Ţ̱̞̻k̷̪̠̓͂̔d̉̈́̑eoaë̯̼̲̙̣́̂̽͌ [[OndDDnefᾺᾺiesrTTtssrtᾺᾺom. yuCCt͈s̠̺̭̪͂̆̒͌̑̅h̀҉RΘ̧̤̳̥̟̝̘̖̦t̳ i R̶̈s̈́u̚ R̟s ̶w̄̿̚ ṺeRePۚiṺatTpۚPt̴oo Ê nD, ]a ̖̍̾
regardless of your spellcasting class. reduce themselves to zero hit points. Doing this causes the
weapon to get pulled into a dark vortex, along with the
Luck of Halflings. When you roll a 1 on an attack roll, ability Warlock. All creatures in a 1-mile radius take 2d10 psychic
check, or saving throw, you can reroll the die and must use + 2d10 necrotic damage. If a creature dies as a result of
the new roll. this damage, that creature disintegrates.
- ̑ ̷̚U̴̲̭̼ 卄m ̧̧̳̟̖͉̱͂m̷̞̻̪̠̓͂̔ ̧̧̳̟̖͉̱̉̈́͂̑a̢̺͉̋͊͆̃v..e̦.̔
Cunning of Gnomes. You have advantage on all intelligence, r ̺f̿e̗͌ a̰̋ ̪̫̐͡f̑o̙̊ ře,̹̣̓̅vI̾ e ̩̯̼̲̑̈́̂̽͌ ̶̙̣̄̿̚na̴ۚ̂ ͌ k̥̲͠m̺n o̓ ̸̴̧̢̖̥̞͍̤̖̱̝̥̞͍̤̖̱̝̹̗̍̾̃̾̑ ̴̧̻̹̾̑w̨̢̗̝̍ ͍̲e̔ ̞̘̾wṽ̢̭̌ͅ ê̍͂̎h ̩ ͉a̧̘ŗ̳̣̼̞̆̄̽͊̉̀y̖t̟̑' s͈͌̆̋̾ ̻̔ ̩̥̹̓uw̡̝̜̤͊̿̃̐̕̚̕p̯̱̹̓h͍̽͡ ͎͍̭̓̉w̮̙̝͆̓e̛̚ ̳̟̓i ̡̟͌́̆̍̂̅̚ͅt̳r̢̧̛̫̟͇̘̺̅̂̔̍̏͋͠ h ̳̿ ̩e͍̲̘̒̐t ̦̹̅͌̋h̛̕ ̗!̶̳̥̃̀̒ iۚ s!҉ !.
wisdom, and charisma saves against spells. ★ I don't

Wrath of Humanity. This sword has 4 charges, and regains
1d4 each dawn. When making an attack against a non-
humanoid, you may expend one charge to deal 1d6 of every
damage type they are not immune to.

Destroying the Blade of Mortals. This weapon can be
destroyed by any mortal wizard using a wish spell.
However, no celestial, fiend, fey, or aberration can destroy
it.

Blade of the Moon

weapon (any sword), Rare (requires attunement)
This sword was created by the paladins of Sahanine

Moonbow, the moon goddess.
You have a +2 bonus to attack and damage rolls made using

this magic weapon.
Also, you deal maximum damage if you make an attack roll

and the target is a Lycanthrope or similar entity.

29

Bubbles Conspirator's Coat

Weapon (battleaxe), Uncommon (requires attunement) Wondrous item, rare (requires attunement)
This silvery blue battleaxe shines with a clean azure light, its This magic longcoat is adorned with raven feathers and

handle etched with tiny runes and wrapped in blue dragon carved jet buttons. While wearing this coat, you have
hide. The pommel has a star sapphire set within. advantage on Charisma (Deception) checks. In addition,
Shining Light. When facing insurmountable odds, Bubbles the coat has 5 charges and regains 1d4 + 1 expended
glows brightly to inspire its wielder and her allies. When charges daily at dusk.
you activate this magical weapon, the blade of Bubbles While wearing the coat, you can use a bonus action to expend
shines brightly, emitting bright light in a 10-foot radius and 1 of its charges to disappear, releasing up to three ravens
dim light in a 20--foot radius beyond that. Any creature from your location under your control that scatter into the
within the bright light radius is treated as if exposed to sun air. Each raven has AC 12, 1 hit point, and can fly up to 40
light. You can activate or dismiss this feature as a bonus feet as part of this bonus action without provoking
action. opportunity attacks.
Stand Your Ground and Fight! On your turn, you may use At the start of your next turn, the ravens vanish, and you
your bonus action to make one additional melee weapon reappear in the space of one of the ravens (your choice). If
attack with Bubbles. You may only use this feature on a all the ravens are reduced to 0 hit points, you reappear
turn when you move 0 feet. early in the same space as the last one that died. When you
★ You had to be a fool to underestimate Elisabeth Kuroyuri, do, any excess damage dealt to the raven carries over to
and few did once they saw what she could do with her your normal form.
battleaxe, Bubbles. Elisabeth's father and brothers were all ★ The king was a proud man; he had gained much in life, his
in the military, and she watched them train and taught wealth preserved and protected against even the craftiest
herself to fight in secret. When her family fell defending of raiders and statesmen alike.
their kingdom, Elisabeth chose to stand up and defend her ★ And so, when he walked into his vault, he was shaken to
home with Bubbles in her hand. discover the blade that stood at its center, an item with a
storied past and legendary reputation, was gone. In its
Cheater's Lenses place was a letter, unmarked, sealed with the black symbol
of a single feather. As his trembling hands opened it, he
Wondrous item, Uncommon (requires attunement) read,
Crafted by enterprising students to hold knowledge of ★ "To whom it may concern, fondest greetings! I hope
this letter finds you as well as may be given the
previous exams, (akin to a magical test bank repository) inevitable circumstances of its discovery. Know I truly
and attached with a chain, these finely crafted bronze wish no ill towards you or, as it may be, who you serve.
bifocals can be placed over the eyes. Normally, looking If it will assuage your fears, view this as a simple
through the lenses grants no benefits. transaction of business in which your preparation was
As an action, the wearer can select a number of non-magical matched against my wit, with the only outcome likely in
documents that they are touching, and copy the such a scenario having come to pass. Try to find me if
information within into the lenses as an action. This tome you will, but know you do so at your own cost and peril."
can absorb up to 10 documents, and any files, scrolls, or ★ "None but my own, The Ravenheart."
books larger than 2 hours in reading time sizes takes up an ★ As the king rushed through the corridors to inform the
additional slot of space, (i.e medium size documents head of his guard, he passed by a member of his court, the
counting as 2 documents, and so on and so forth). trusted Baronet Alistair Rook. In his haste he brushed
As a bonus action, the wearer may speak a command word to against the man's black coat, muttering a word of apology
activate the lenses. before sprinting off. He missed the man's self-satisfied
When activated and looked through, the lenses shows all smile as he turned the corner.
knowledge previously scanned. Furthermore, if it spots a ★ And, in a flurry of feathers, the hallway was empty once
question that the lenses currently contain an answer to, it more.
highlights the question and provides the answer.
This effect lasts for 20 minutes or until the lenses are taken
off. The lenses can only be used this way 5 times per day.

Cleaning Cube Coin of Kinship

Wondrous item, Common Wondrous item, common
This Tiny, sentient piece of an enchanted gelatinous cube is These steel coins depicting a human and a dwarven face on

harmlessly soapy, instead of acidic, and enjoys cleaning the their opposite sides are popular at Mirabarren parties. A
surfaces it travels across. Medium humanoid who presses it against its heart while
When found, the cleaning cube is a dehydrated, 2-inch cube. staring up or down for 1 round grows 1 foot taller or
While dehydrated, the cube is inanimate and its weight is shorter respectively for 1 hour. A Small humanoid can use
negligible. You can place the dehydrated cube in 1 or more it in the same way to change size by 6 inches. The
gallons of water as an action, causing it to animate and creature's weight and size-category are unaffected, but its
grow in size to become a 1-foot cube that weighs 6 pounds. clothes and armor adjust to its new proportions.
The rehydrated cube moves slowly while animated in this The coin can be used three times, but a single creature can't
way, methodically cleaning objects and surfaces it comes alter its size more than once in either direction. The coin
into contact with. The cube remains hydrated for up to 8 and regains all uses at dawn.
hours, but can be squeezed as an action (as if it were a
sponge) to dehydrate it again early. The cleaning cube is Coldfire Anvil
considered a magical object and is not a creature.
It has a speed of 1 foot and can climb difficult surfaces, Wondrous item, rare
including upside down on ceilings, without needing to This cold, iron anvil weighs 50 pounds and is 1 and a half feet
make an ability check. It has AC 10, 10 hit points, and
resistance to all damage. The cube dehydrates when it long. It has three magic runes on its side from the
drops to 0 hit points, but regains all its hit points when Everglacier that magically enchant any item sharpened,
hydrated again. forged, or otherwise smithed using this anvil. Over the
Sentience. The cleaning cube is a sentient unaligned item course of a full workday, or half as long if you're proficient
with an Intelligence of 1, a Wisdom of 6, and a Charisma of with smith's tools, you can use the anvil to turn a
1. It has hearing and blindsight out to a range of 60 feet. It nonmagical metal weapon into a coldfire one.
can't speak or read, but obeys your commands as best as it A coldfire weapon is magical and deals an extra 1d6 cold
can understand them. damage to any target it hits, but is made fragile like ice.
Personality. The cleaning cube is happiest finding and When you make an attack roll using a coldfire weapon and
dissolving dirt and other grime, and enjoys the feeling of roll a 1, roll a d20. On a 9 or lower, the weapon shatters and
moving across clean, polished surfaces. It doesn't concern destroys the weapon, releasing a biting burst of cold that
itself with combat, preferring to continue its cleaning deals 2d6 cold damage to all creatures within 10 feet of the
instead of involving itself in confrontation. If the cube finds weapon.
a stray coin, gemstone, or other similar small item out of After 7 days, a coldfire weapon loses the enchantment and
place while it cleans, it will absorb and clean the item until becomes nonmagical again. Once the anvil has been used
it's removed by a creature as an action or until it becomes to enchant a weapon in this way, it can't do so again for 1d6
dehydrated once again. + 1 days.
★ Just keep cleanin', just keep cleanin'. ★ Born from metal and fire, but at home in the ice and cold.
Some chills burn worse than fire.

31

Cinnabar Rapier Dagger of the Ogre Mage

Category: Weapon (rapier), rare Weapon (shortsword), uncommon (requires attunement)
This magic rapier’s blade is alchemically coated in a thin but This blade was once used as a dagger by an ogre, but is

toxic layer of cinnabar. The weapon has 10 charges and nevertheless large enough to be a shortsword. You gain a
regains 1d8+2 expended charges each day at dawn. When +1 bonus to attack and damage rolls made with this magic
you hit a creature with this weapon, you can expend 1 or weapon. This blade’s hilt is hollow and can hold up to 3
more of its charges. The blade’s poison leeches into the cantrip spell scrolls. Cantrip scrolls left within the
blood of the creature you struck to deal an extra 1d4 compartment for 1 minute activate one of the three clear
poison damage for each charge expended in this way. gems adorning its grip. Once activated, you can cast these
★ "Cinnabar is used primarily for the arts, but often at the cantrips at will using your spellcasting modifier. If you don’t
cost of the artists themselves. It can cause convulsions, have a spellcasting modifier, use your Intelligence modifier
insanity, and, ultimately, death. So, naturally, I decided that instead.
a masterfully crafted blade such as this should share those You have proficiency with these cantrips. Cantrips cast from
same effects with everyone else." -Blaine Grimfire, the blade use the weapon as an arcane focus and allow you
Dwarven guild artisan to perform any somatic components with the weapon

instead of requiring a free hand. Scrolls contained within

the sword are not destroyed after using them in this way.

When you cast a cantrip using the sword that deals

damage, the sword’s damage type changes to match the

cantrip’s for 1 minute or until you end it early (no action

required).

★ The hero stood before the tides of war. Of evil. Their

weapons glinted red with the blood they'd already spilled.

They wouldn't go further. They wouldn't harm another

person. The hero wouldn't let them.

★ Despite the hero's determination, the overwhelming force

wore them down. Arrows stuck out from their chest.

Gashes of mortal wounds lay bare and exposed to the

harsh air. The hero fell. Darkness took hold. It was

comforting. Warm. Safe.

★ From the darkness, a face. A white mask wreathed in an

impossibly black dress. A guardian of the mortal coil's

threshold. "Rise, champion. Your fight is not yet over. There

are those that still need saving."
★ The figure leaned in as it whispered. As the voice melted
through the hero's aching muscles, an amulet was draped
around their neck.
★ The soft darkness remained, but the sense of safety was
more fleeting. The hero's consciousness extended outward,
through the darkness to find refuge in another form.
Something not quite alive, but far from dead.
★ From beyond the shadow's refuge, the horde of monsters
saw only the body of the hero become cloaked in a
billowing black vapor. Arrows were brushed harmlessly
away from it, and sword strikes slowed to a gentle touch.
From the shadows came a burst of a dark flame, a rising
avenger.
★ The shadow was unwilling to fall. It was unwilling to break.
It was unwilling to let evil reign.
★ The hero rose.

Dancing Blade of the Illithid Dark-Spider

Weapon (shortsword), very rare (requires attunement) Armor (Chitin Armor), artifact (Requires attunement, Having
You gain +1 bonus to attack and damage rolls made with this the blessing of Poltrique)

magic weapon. On a hit, it deals an additional 1d6 psychic A Pitch Black Chitin Armor, The Dark-Spider is a heavy
damage. armor that was built light enough to accommodate flight.
You can use a bonus action to toss this magic blade into the This Armor can only be given by Poltrique or temporarily
air and speak the command word. When you do so, the by his Great High-priest, if it is in the possession of
sword begins to hover, flies up to 30 feet, and attacks one someone else it will vanish and return to the Domain of
creature of your choice within 5 feet of it. The sword uses Poltrique.
your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause Random Properties. The Dark-Spider Armor has the
it to fly up to 30 feet to another spot within 30 feet of you. following random properties:
As part of the same bonus action, you can cause the sword
to attack one creature within 5 feet of it. • 2 minor beneficial properties
After the hovering sword attacks for the third time, it flies up • 1 major beneficial property
to 30 feet and tries to return to your hand. If you have no Eyes Of Darkness. While attuned to the armor and wearing
hand free, it falls to the ground at your feet. If the sword
has no unobstructed path to you, it moves as close to you the Helmet you can perfectly see in the Dark even in
as it can & then falls to the ground. It also ceases to hover if Magical Darkness and you can see what is magical, you
you grasp it or move more than 30 feet away from it. can see the flow of magic, and you can see if something is
an illusion or not.
Darkholm's Chalice Dark Mist Armor. While attuned to the armor and wearing
it, you have an advantage on stealth, your flying speed is
Wondrous item, rare increased by 20 ft( if you do not have one your flying speed
This magic item has 5 charges. As an action, you can expend is equal to your waking speed) and you can turn you and
the armor into a Black Mist.
1 charge to turn any non-magical liquid placed in the cup While in the mist form you have blindsight on 30 ft and
into a potion of greater healing. cannot use items or weapons nor use spells, and you
When you put liquid in this cup, it's instantly purified of any cannot make a single sound.
poison, disease, or curses created by a spell 6th level or Destroying the Dark-Spider Armor. It can only be
lower. destroyed by cutting it off from Poltrique then all the Gods
need to make a 100 year ritual to absorb most of the power
of the armor, then you need to throw it in the Elemental
Planes at the same time to de synchronize it to itself, and
finally you can destroy it in Limbo, Easy isn't?
Or you can just give it back to Poltrique so he can destroy it
by smelting it down.

"Dean's Extra Quill"

Wondrous item, Rare (requires attunement)
this pen can be used to sign any document, and will magically

form an exact replica of the signature of the current Dean
at your current place of education.
This can only be detected as a forgery through detect magic.

33

Death's Shadow Death's Whisper, Quiet in the Howling
Void
Wondrous item, legendary (requires attunement)
This black garnet amulet is carved into the shape of a bird's Weapon (longbow), artifact (requires attunement)
This bow was once a normal longbow, but when the archer
skull and is adorned with several dark feathers. At its
center is a single phoenix feather that serves as a catalyst wielding it died he asked Death to put it somewhere safe.
for this strange talisman's necrotic magic. While wearing Death did as asked and placed the longbow in the Arrow
this amulet, you are immune to necrotic damage. Shadow Sea in the Void. After many long years, the Void began to
Form. When you are reduced to 0 hit points while wearing change the bow. Death's Whisper, Quiet in the Howling
this amulet, a shadowy version of yourself rises from your Void deals 1D12+1D8 necrotic damage has a range of
unconscious body. You control this form, which has your 200/800 and a + 3 to attack and damage rolls as well as the
equipment and statistics. following effects and features.
It has 100 temporary hit points and resistance to all damage Reaper's Arrow. As a bonus action you may forego up to
that isn't force, psychic, or radiant. The shadow form can't eleven attacks but you may not forego more than four each
move more than 60 feet from your body. The shadow turn. For each attack not made you may add an additional
vanishes after 1 minute or when it falls to 0 temporary hit 1d12+1d8 piercing and necrotic damage respectively. If
points. If the shadow survives for the duration, it returns to you attack while charging at any point you will use Reaper's
your body and causes you to regain a number of hit points Arrow(i.e. you can not charge three shots attack once then
equal to the shadow's remaining number of temporary hit charge three more on your next turn and have that count as
points. six charges.It would be three and three.)
If the shadow is defeated, the amulet is destroyed and you Quiet of the Grave. as an action you may shoot an arrow that
immediately fail 2 death saving throws. While your shadow is infused with the quiet of the grave. chose a place for the
form is defending you, your unconscious body is covered by arrow to hit, any creatures within 50 feet of the arrow are
an impenetrable veil of shadow. While covered in this way, under the effects of the silence spell for 10 minutes or until
you can't be interacted with: you are immune to all damage, the arrow is destroyed. The arrow has an AC of 15 and 5
don't make death saving throws, can’t regain hit points, and hp. you may do this three times per day and regain all uses
can’t be affected by spells or magical effects. A creature can after a long rest.
use an action to make a DC 30 Strength check, moving the All on Black. As an action you may sacrifice hit points to
covered body up to 10 feet on a success. Once this property empower a shot. for every hit point you sacrifice you may
has been used, it can't be used again until 7 days have add +0.1 to your attack and +1 to your damage if the arrow
passed. hits you regain half of the hit points lost rounded down,
★ The runes along the mine's stone walls seemed to glare at and lower your maximum hit points by the amount lost
the travelers: judging them and hiding the nature of their (e.g. you have 100 hp maximum and 52 currently and get
meaning. What was certain, however, was that this was a rid of 51 you now get +5 to attack and +51 to damage if the
place of law: one misstep, and there would be no turning arrow hits you will get back 25 hp making your current hp
back. The dwarves of Direstone were as revered for their 26 and your hit point maximum is now 74) you regain your
craft and affluence as they were for their punitive original hit point maximum at the end of a long rest. if the
measures. arrow misses you do not get any health back but your
maximum hp is not lowered. this can be used with
'Reaper's Arrow'.
Random Properties. The Death's Whisper, Quiet in the
Howling Void has the following random properties:
• 1 minor beneficial property
• 2 major beneficial properties
• 2 minor detrimental properties
• 1 major detrimental property
Destroying the Death's Whisper, Quiet in the Howling
Void. Death's Whisper, Quiet in the Howling Void can only
be destroyed by Death himself or divine intervention.

34

Decanter of Endless Ale Dowager's Lantern

Wondrous item, Very Rare (requires attunement) Wondrous item, rare (requires attunement)
This stoppered flask sloshes when shaken, as if it contains More for the University faculty than students, the Dowager's

liquid. The decanter weighs 2 pounds. Lantern was originally created for Universities and other
You can use an Action to remove the stopper and speak one scholarly events and was more formally known as the
Novifacta Lumen. The ability for scholar's to collect images
of three Command words, whereupon an amount of fresh, of creatures that then could be brought back to universities
albeit cheap, ale pours out of the flask. The ale stops and museums for lectures and further study was
pouring out at the start of your next turn. Choose from the considered incredibly useful, especially for creatures who
following options: were too dangerous to transport alive, or lived in
• "Picher." produces 1 gallon of ale. environments or locations that made transport to and from
• "Cask." produces 5 gallons of ale. there an inconvenience.
• "Brewery." produces 30 gallons of ale that gushes forth in a However, this item gained a more seedy reputation when they
geyser 30 feet long and 1 foot wide. As a bonus Action found their way into possession of travelling shows, using
while holding the inkwell, you can aim the geyser at a them primarily as exhibits - although everyone was aware
creature you can see within 30 feet of you. The target must that these shows often carried special lanterns with some
succeed on a DC 13 Strength saving throw or take 1d6 of the more attractive entertainers of the day on them;
bludgeoning damage and fall prone. Instead of a creature, which meant that production and distribution of this item
you can target an object that isn't being worn or carried was heavily regulated.
and that weighs no more than 200 pounds. The object is The most infamous story of this item however, is the one that
either knocked over or pushed up to 15 feet away from you. gave it it's more common name. Many years ago, the Lady
Nina Lémery had used the lantern to create a fake
De-Stressing Pendant husband; while this certainly didn't cause an issue legally it
created quite a stir when it was uncovered due to many
Wondrous item (necklace), rare (requires attunement) married men and women spending much time at her home
This stone-beaded pendant emanates a passive aura that under the pretense of seeing the good Mr. Lémery.
As an action you can shine a bright light on a creature or
distresses students while they study for finals. object to store it's image in the Lantern. You can activate
The pendant comes with 10 charges. Every time the DM the Lantern to retrieve an image of a figure stored in the
lantern as if casting the Major Image spell {Requires
determines that the character is becoming aggressive or Concentration, Spell DC 8 + Proficiency}
extreme in their emotions, the DM can determine that the
pendant has cast one of its charges, which forcibly calms Dress of Many Pockets
the character.
If the character is of the Barbarian class and attempts to Armor (cloth), common
enter a rage while the pendant still has charges, the This dress has six pockets that can be magically shown or
pendant will expend a charge, wasting a use of the
character's rage. hidden. While wearing the dress, you can use a bonus
Each midnight, the pendant regains 1d4+1 charges. action to cause any number of its pockets to appear or
vanish from it. The pockets can be located anywhere on the
dress, and needn't be in the same place each time they
appear.
Each pocket is large enough for a small parcel, measuring no
more than 4 inches in any dimension and weighing no
more than 2 pounds. While a pocket is hidden, its contents
are magically moved to the inside of the dress and evenly
distributed throughout it so as to not affect its delicate
appearance.
★ "I like your dress."
★ "Thanks! It has pockets!"

35

Dragonguard



Armor (Breastplate), Rare

You have a +1 bonus to your AC when wearing this magic



armor.

Grants its wearer advantage on saving throws against the



breath weapons of creatures that have the 'Dragon'

Keyword.

Never rusts or deteriorates, and magically resizes to fit the

wearer.

★ Created for a human hero, Tergon of Neverwinter, this

breastplate has a gold dragon motif worked into its design.



Elixer of Focus


Wondrous item (Potion), rare Faust
This deep amber concoction seems to glow with an inner
Wondrous Item (Glove), artifact (Requires no attunement)
light. When you drink this potion, you have advantage on Faust is a magical, yet simple looking pair of black gloves.
any ability checks you make within the next 5 hours, then
the elixir’s effect ends. They were once used by a traveling fist fighter who trained
everyone who asked him kindly enough.
Eye of the Bookwurm One day a wizard approached him and asked him if he could
teach his daughter in the martial arts of his, the master
Wondrous item, uncommon accepted. After a few weeks the girl was able to win a duel
This small, glass sphere is enchanted with weak divination against everyone in the village, because of that the wizard
granted the traveler a wish.
magics to help you find specific words or phrases in The wizard was a bit suprised as he said: "Enchant my
writing. It has a stylized iris etched into the glass. You can gloves. I don't care what it does and please don't tell me. I
use a bonus action to speak the eye’s command word aloud, want to have some fun."
followed by the word or phrase you’re searching for. Bare Fist. Upon performing a unarmed attack, you gain a +2
The word or phrase magically appears and floats within the bonus on the attack roll and add +2 on the damage.
sphere. By holding the eye in a free hand, your vision Pack A Punch. If you hit with an unarmed attack you can
becomes magically enhanced to subconsciously highlight unleash Faust's power, which will knock the struck
the word or phrase you searched for in a green light creature, if it is sized large or smaller, 10ft backwards. You
wherever you see it. Once you’ve used the eye’s ability for can do this only once after performing a long rest.
the first time, you can change the word or phrase as many Random Properties. Faust has the following random
times as you like for the next hour, after which the item properties:
can’t be used again until the following dawn. • 1 minor beneficial property
★ "Now, where was that flavor text?" • 1 major detrimental property
Destroying Faust. These glove loses their powers after
punching a parent of the wearer while unarmed in the face.
All other attempts to either break, destroy or remove any
magical properties on them will summon a giant fist of
wind to crush that creature. The fist ignores any barriers &
will deal 1d20 force damage.

Fiend's Heirloom Flying Carpet

Wondrous item, very rare (requires attunement) Wondrous item, very rare
What appears to be a ruby in the center of this black steel This magic item can change shape as an action. It has two

amulet is actually a vial filled to the last drop with demon sizes:
and devil blood. While wearing this ring, your appearance • Small: Can carry 2 Medium creatures; 60 ft. flying speed
takes on some fiendish traits like horns, tails and/or spines. • Large: Can carry 6 Medium creatures; 30 ft. flying speed
If you are human, some observers might take you for a This item is sentient. It is generally good-natured, sometimes
Tiefling. You also gain resistance to fire and poison
damage. mischievous, and loyal until the end. It chooses its master,
If you are a tiefling, the effects are more radical, as they usually a neutral good creature, and will protect and serve
unlock your dormant fiendish blood. You take on a clearly them to the best of its ability. It cannot speak, though it
demonic or devilish form that integrates your tiefling understands basic commands in all languages.
features, but otherwise barely resembles your original
body. While in your fiendish form, you are immune to the Forecaster's Cloak
poisoned condition, as well as fire and poison damage, and
you have resistance to cold damage. Wondrous item, common
This warm, fur-lined cloak creates illusory representations of
Fiery Gloves of Glamour
the impending weather.
Wondrous item, common While wearing this cloak, you can use an action to open it and
These thin leather gloves were created by a mage who hoped
speak its command word to create a harmless, sensory
to gain the favor of the Flaming Fist. effect within the cloak that represents what the weather
A creature who wears a pair and knocks its fists against will be at your location for the next 8 hours.
This effect persists for 1 minute or until you close the cloak.
eachother engulfs them in illusionary flames in a color of ★ "Let's make camp here for the night. We'll keep moving in
its choice. Repeating the gesture extinguishes them. the morning."
The flames are animated to dance but are easy to recognize ★ Jaret's voice was tired, although he hid it well. They'd been
as illusions, as they don't shed light or radiate height. traveling all day through the wood and had several close
calls with the local flora. Or fauna. Whichever a treant or
Flammenwerfer animated shrub would fall under.
★ As the group quietly gathered their things to set up camp,
Weapon (greatsword), rare Fohlan started to take off his cloak. He held it partly open,
This warm metal sword billows with embers and flames caught in mid-thought, and looked down towards its hem.
He uttered a word, as if he were whispering a secret to it.
along its blade. ★ A billowing, gray cloud swirled around his legs, spewing
When you hit with an attack using this magic sword, the sheets of illusory rain on his mud-stained boots. It was the
flash of lightning from the clouds that caught Jaret's
target takes an extra 1d6 fire damage. While holding this attention.
sword, you can use an action to unleash a concentrated ★ Jaret's and Fohlan's eyes met after a moment. Their
gout of flames from the blade in a line that is 60 feet long shoulders slumped, and they sighed with quiet
and 5 feet wide. disappointment.
Each creature within that line must make a DC 15 Dexterity ★ Jaret mustered up his courage to address the rest of the
saving throw. A creature takes 4d6 fire damage on a failed group once more. "Pack it up, everyone. Looks like we're in
save, or half as much damage on a success. for a storm. Let's go see if there's a cave with nothing
Once this property of the sword has been used, it can’t be already inside it."
used again until the next dawn.

37

Freerunner's Armor Handkerchief of The Black Quill

Armor (any light armor), common Wondrous item, Uncommon (requires attunement)
While wearing this armor, you feel light on your feet and A silver Handkerchief with a Black Quill design in the corner.

agile. It can be attuned to any quill, and when the quill writes
When you make a long jump onto or alongside a wall or something it appears as a design on the edge of the
Handkerchief. Often used by students to cheat in exams; or
similar surface that isn't slippery for the first time on your attempt to anyway.
turn, you can move along that wall for the length of the
jump during the move. While on that surface, you can Headband of Silence
make a second jump, provided you have the movement to
do so. Wondrous Item (headband), Uncommon (Requires
★ Unhindered by his older leathers and plates, he felt free to Attunement)
move. He dashed, he leapt, and his feet were able to carry
him in new and exciting ways. It was a new sensation of Very useful for tuning out outside noise, allowing you to study
freedom, and while it was dangerous, it was intoxicating. in peace, the Headband of Silence is a white leather strap

studded with black crystalst. When the Headband is placed

around the head of a Medium or Small humanoid creature,

the creature is rendered deaf thanks to an aura that

surrounds their head. This acts as a casting of Silence,

which the attuned creature can toggle on and off at will.































Glasses of Insight

Wondrous item, Uncommon (requires attunement)
An ornate pair of glasses with 3 different coloured lenses.

Each lens can be attuned to a quill and whatever is written
can only be seen by someone with those lenses. Often used
to pass notes between students in lessons.

Gloves of Healing

Wondrous item, rare
These silken gloves enhance the rejuvenating power of

healers and clerics. While wearing the gloves, whenever
you cast a spell of 1st level or higher to restore hit points to
one creature, the creature regains additional hit points
equal to your proficiency bonus.
Alternatively, a creature can regain these additional hit points
if you use a healer's kit to stabilize or restore hit points to
it. Once a creature regains extra hit points in this way, it
can't do so again until it finishes a short or long rest.
★ "To truly heal, we must mend the spirit along with the
body."—Catherine Carrofield

38

Hour and Minute Insatiable Tome

Weapon (a dagger & shortsword), very rare (requires Wondrous item, rare
attunement) This large, ragged tome weighs 12 pounds and has up to one

These two magical weapons are bound by a powerful force. thousand blank vellum pages inside it.
Despite there being two weapons, you only need to attune The tome is magical and devours any smaller nonmagical
to one of them to use their properties. While holding one of
the weapons, you can use an action to determine the book or document placed next to it with rows of hidden
distance and direction of the other paired weapon as long teeth over the course of 1 minute. After the tome has eaten
as you're on the same plane of existence. If you attune to a book, you can use an action to speak the tome's
one of the weapons while another creature is attuned to command word, followed by the name of a book or
the other, you are each aware of the other creature's document it's eaten, to cause the previously destroyed
attunement and must make an Intelligence (Arcana) check contents to appear on the blank pages of the book.
contested by the other creature's Intelligence (Arcana) The contents are magically printed on the tome's pages in the
check. same language or cipher they were written in and remain
until you speak its command word again to erase or
The creature that wins the contest remains attuned to the replace them with another document's contents.
item, and for the next 24 hours, its attunement cannot be The tome dislikes the taste of magic. Any swallowed pages
broken by another creature attempting to attune to the containing spells, magical sigils, or arcane scrolls are
other weapon. The creature that loses the contest is no harmlessly spat back out by the tome. However, any notes,
longer attuned to the weapon. While holding both weapons spells, or magical sigils that are written in the tome
in either hand, you gain several benefits: You gain a +1 (instead of having been eaten by it) can be recalled if
bonus to attack and damage rolls made with these magic they're either dated, labeled, or titled. Written commentary,
weapons. Your perception of time is slightly quickened: notes, and other such addenda to documents within the
allowing you to dodge attacks that would have normally hit tome are saved by it and appear whenever the document is
you. recalled again.
★ "They say it's like having a library with you all the time. An
You gain a +1 bonus to AC. When you roll a 20 on an attack unkempt, terrifying, unholy library…but it still sounds like
roll using Hour (the dagger) against a creature, that not an all-together terrible thing to keep around."
creature is under the effects of the slow spell until the end

of your next turn. When you roll a 20 on an attack roll

using Minute (the shortsword), you're under the effects of

the haste spell until the start of your next turn.



When the effect ends, you don't suffer the normal effects of

the spell ending. In addition, you can use an action to lay

the two weapons down on the ground. When you do, they

magically point north before spinning around to align and

tell the current time. When they do, 12:00 is always facing

north.



★ Tick, tick, tick. You don't have much time left. What'll be

your final moments?












Keep Candle

Wondrous item, common (requires attunement)
A favorite among inhabitant of shared dormitories who like to

read in bed. Whispering the command word while holding
this 7-inches-long wooden stick makes its tip shed bright
light in a 2.5 foot radius. This light is magically confined to
that area.
Creature outside of its radius cannot perceive it or benefit
from the illumination it provides. Repeating the command
word ends the effect.
In order to use this property for a given amount of time, the
candle must have been charged by exposing it to bright
light for that long. It can store up to 8 hours worth of light.

39

Life's Flower Restorative Lightbringer

Wondrous item, rare (requires attunement) Weapon (Mace), Very Rare
This vital branch pulses with life and resembles a crude limb. When you hit a fiend or an undead with this magic weapon,

To attune to this item, you must attach it to the end of your that creature takes an extra 2d6 radiant damage. If the
missing arm or leg, at which point the branch magically target has 25 hit points or fewer after taking this damage, it
forms an elegant copy of the appendage it’s replacing. This must succeed on a DC 15 Wisdom saving throw or be
prosthetic is a fully capable part of your body and can't be destroyed. On a successful save, the creature becomes
removed against your will as long as you're attuned to it. frightened of you until the end of your next turn.
The prosthetic branch has 10 flowers and regrows 1d6 + 4 While you hold this weapon, it sheds bright light in a 20-foot
missing flowers daily at dawn. While attached, the branch radius and dim light for an additional 20 feet.
provides these benefits: When you regain hit points as part ★ With a macehead shaped like a sunburst and made of solid
of a spell or magical effect, you can choose to expend any brass, this mace was made for a cleric of Lathander, the
number of flowers to regain an extra 5 hit points for each god of dawn.]
flower spent. This property can restore you to no more
than half of your hit point maximum. If you start your turn Love's Embrace
with 0 hit points while the prosthetic has 3 or more
remaining flowers, you can choose to expend 3 flowers to Weapon (greatsword), legendary (requires attunement)
regain 5 hit points. This property can't be used again until You gain a +1 bonus to attack and damage rolls made with
the next dawn.
★ Lin awoke gently. She was sore, and the last thing she this magic weapon. This weapon can be attuned to by two
remembered was falling, the airship above her shrinking to friendly creatures together over the course of a long rest. If
a miniscule point in the swirling clouds. She'd known she the weapon is attuned to by two creatures in this way, the
could do nothing, known she was going to die. Then the weapon’s attack and damage bonus becomes +2 instead.
cold embrace of water struck at extreme speed, and— This greatsword is made of two long scimitars that are
★ She tried to push herself up as she reached a hand to wipe held together by a powerful, unidentifiable magic.
the haze from her eyes, before she stopped short. There, You can speak the weapon’s command word using a bonus
where the familiar old war scars and weathered skin action to separate it into a pair of scimitars or recombine
should be was beautiful, polished wood in the form of a them into the greatsword. If you are not already holding it
smooth, perfect hand. She experimentally tried to move her when you speak the weapon’s command word and are on
hand, and the limb mimicked her intention; it was hers, the the same plane of existence as it, you can choose to
small flowers growing on its surface somehow feeling as summon either one or both scimitars to your hand as
much a part of her as her remaining arm. individual blades or as the combined greatsword.
★ Taking in this discovery, she was shocked when someone The scimitars have the thrown property with a normal range
tapped her gently on the shoulder. Soldier's instincts firing, of 20 feet and a long range of 60 feet when separated. The
she spun around to face the unknown person and was met scimitars deal piercing damage when thrown. Each
with the most beautiful eyes she had ever seen. Lin tried to scimitar also has its own elemental effect — either fire or
ask…anything really, but the dryad before her pressed a cold — that inflicts an extra 1d6 fire or 1d6 cold damage
finger to the fighter's lips and laughed, softly, before gently with each strike, depending on which sword you hit with.
handing her a small stone bowl of clean, clear water. When you hit with an attack using the greatsword, the
★ She could feel tears welling in her eyes, nobody had shown target takes both fire and cold bonus damage from the
her kindness for years; she'd always projected an air of attack. Each attuned creature can cast the fire shield spell
confidence and unapproachability, but here, at her most once at 4th level without expending a spell slot.
vulnerable…. Lin always told herself she was just resting You do not need material or somatic components when
until she had regained her strength, but even as the flowers casting it in this way. Once you cast this spell, you cannot
on her verdant arm grew ever more vibrant she never had cast it again until the following dawn.
the heart to go. ★ "Love? Love isn't a game: it's a war. And you'd better figure
★ Now, years later, she cannot imagine life without the out which end of the blade you're on."
flowers, the forest, or her love.

40

Never-ending Coffee Pot Poisoner's Crossbow

Wondrous item, uncommon Wondrous item, uncommon (+1), rare (+2), very rare (+3)
This glass jug appears to be able to hold 5 gallons of Coffee This crossbow is fitted with a mechanism that automatically

and weighs up to 2 pounds whether full or empty. Sloshing applies poison to bolts. It exists in different models for
sounds can be heard from within the jug when it is shaken, hand, light and heavy crossbows.
even if the jug is empty. You gain a bonus to attack and damage rolls made with this
You can use an action and uncork the jug and pour that liquid weapon depending on its rarity.
out, up to 1 gallon per minute. You can insert a vial of poison into the mechanism as a bonus
Once the jug has produced 5 gallons of Coffee, it can't action, which automatically coats the next 3 bolts that are
produce more until the next dawn. fired in the poison. As normal, a single vial of poison cannot
coat more than 3 bolts.
Neverwinter Elixir
Potion of Clairvoyance
Potion, common
This pleasantly warm and sweet potion preserves and Wondrous item (Potion), uncommon
While experts debate whether this liquid is dangerous
enhances the elemental qualities of Neverwinter River.
After drinking it, you are unharmed by temperatures as low enough to be considered a poison or benign enough to be
considered a potion, it is nevertheless beneficial for the
as -50 degrees Fahrenheit. drinker.
The potion takes the consistence, texture, appearance, taste
Orb of Altitude and smell of any liquid it is poured into, as long as the
quantity of potion poured is smaller than that of the
Wondrous item, common original liquid.
The Yawning Portal Inn in Baldur's Gate usually has a few of While this potion can't actually be used for anything
resmbling Divenation spells, it does give the drinker
these orbs stocked.- advantage on intelligence checks. So while a different kind
While holding one, you can use an action to determine your of clairvoyance, prrofessors still often ban their students
from this particular brew prior to exams.
altitude or depth relative to the sea level with an accuracy
of 100 yards.
This property functions only on the Material Plane.





























Outcast's Respite

Wondrous item, uncommon
This flat, polished bronze amulet is striking in it's plainess,

with only a single rune scribed on its back. While a tiefling
wears it around her neck, they take on a human
appearance as if affected by the alter self spell.
It only changes those body traits that distinguish you from a
human, and you remain recognizeable to those familiar
with your face.
If you have the winged racial trait, your wings and fly speed
disappear while your're transformed - an exception from
alter self.
The amulet can sustain this effect for 1d4 hours per day after
which you will gradually transform back over the course of
1 hour. Taking it off instantly ends the transformation. The
amulet fully reacharges at dawn.
This item can have the same or a similiar affect on other
humanoid races at the DM's discretion.

41

Raynbow (and Rayrrows)

Weapon (any bow), very rare (requires attunement)
Six arrows (rayrrows) sprout from the colored eyes on this magical bow. As an action, you can


withdraw and shoot one of these arrows, which becomes a magical ray as you fire it. If it normally

requires an attack roll when cast as a spell, it uses the attack roll you used to fire it; if it normally only

requires a saving throw(s), you must still hit the target with your attack roll for the magic to take effect,

and if you do the target has disadvantage on the first saving throw forced by the spell. If the spell requires

a saving throw the DC equals 8 + your proficiency bonus + your dexterity modifier. Rayrrows do not add

your dexterity modifier to their damage. Each shot uses the raynbow's weapon range instead of the

corresponding spell's range. A withdrawn rayrrow vanishes at the end of the turn it's withdrawn if it

isn't fired.

At each dawn, roll 6d6. Each rayrrow whose number appears in the result at least once reappears.

Ray Color Ray # per minor uncommon

item parcel *

# Color



1 Purple Ray of enfeeblement. 3

1,2



2 Blue Ray of frost (as 5th 6

level spellcaster)



3 Green Ray of sickness 9



4 Yellow Guiding bolt 6



5 Orange Chaos bolt 6



6 Red Scorching ray 1,3 3



1- If distributed as a separate item, and are shootable as an

attack, like normal arrows.



2- Requires you to concentrate, as normal.

3- You get all three rays when you shoot this rayrrow, and

can distribute them among multiple targets like normal. Roll

a separate attack roll for each ray.
















Raynbow Higher-Rarity Variants

Any of the following alterations increase the raynbow's rarity by one step (each):

• Quick fire: You can shoot rayrrows from the raynbow as an attack, instead of as an action.
• Hourly Recharge: The raynbow recharges rayarrows with the 6d6 roll (as described above) at


the start of each hour, instead of only at dawn.
• Higher-damage rayrrows: The rayrrows are upgraded as follows:


Ray of enfeeblement deals 1d8 necrotic damage on a hit in addition to its other effects.

Ray of frost is cast as an 11th level spellcaster, instead of a 5th.

Ray of sickness, guiding bolt, chaos bolt & scorching ray are cast at one higher slot level than their minimum.
• Antimagic eye: As an action, you may have the raynbow's central eye produce a 30-foot cone of antimagic emanating from

that central eye for up to 1 hour. You must concentrate on maintaining this antimagic as if concentrating on a spell. At the

start of each of your turns during the hour duration, you decide whether the cone is active for that turn or or not. The

antimagic works against the raynbow's own rayrrows. Once this special action is used, it can't be used again until the

next dawn.

Salamander Flame Gauntlets Scroll of Mapping

Wondrous item, rare (requires attunement) Wondrous item (Scroll), Uncommon or Very Rare (requires
These dark metal gauntlets were forged using fire from the attunement)

heart of a salamander. While wearing them, your unarmed By using an action to read the scroll, you cause the arcane
strikes with your hands deal an extra 1d4 fire damage to script on the page to vanish and become an inked map of
any target they hit. the surrounding area. The map shows the area in a 1-mile
In addition, you can use a bonus action to cast the flame radius centered on the point where you read the scroll &
blade spell (4th-level version, no concentration required) indicates both structures and topography. By touching the
from the gauntlets, using either your spellcasting ability or map, a small light appears to indicate where you are. Using
your choice of Strength or Dexterity for the spellcasting a series of natural gestures when touching the page, you
ability of the spell when you do. can cause the map to change its scale or displayed portion
While holding the fiery blade, you can use an action to make of the area. The scroll isn't destroyed when you read it, but
a ranged spell attack with it instead. When you do, the can't be used to create a different map.
blade becomes a fiery spear with a range of 30 feet. On a
hit, the spear deals 4d6 fire damage. Immediately after the The following scroll of mapping is a very rare variant with
attack, the fiery blade reforms in your hand. additional properties. This map is in color and displays the
★ The flames burned hot in my heart, but hotter in my names of large and small locations, depending on the
clenched fists. map's scale, such as the name of the region, street, or

nearby shop. In addition, you can use an action to touch the

map and ask it where a familiar person or place is that you

can name or clearly describe. If the person or place is

somewhere that can be shown on the map, an X appears

on it at the target's location.



If there are multiple targets with the same name or

description within the area, multiple marks appear. If the

target is a creature that's in a different form, such as being

under the effects of a polymorph spell, or can't be detected

by divination magic or scrying sensors, the map doesn't
display its location.
Scarlet Scourge
If the target is moving, the X follows its movements for the
Weapon (whip), rare (requires attunement) duration. The marked target remains shown on the map
This whip is made from the severed vertebrae of a slain for 10 minutes, after which time the X vanishes. Once this
property of the map has been used, it can't be used again
vampire's victims. until 12 hours have passed.
You gain a +1 bonus to attack and damage rolls made with
★ *"Alright, map: where's the sunuvabitch who took my
this magic weapon. sword?"
The whip siphons blood from creatures that it hits. Whenever
★ *No response
you hit a Small or larger living creature with the whip that ★ *"Ugh, fine. Map, where the hell is a tavern?"
is not a construct, plant, or undead, the bone blade at its ★ *No less than 50 X'es appear on the map, obscuring their
end absorbs some of its blood and gains 1 charge.
The whip can hold up to 10 charges and loses its charges various names from view.
whenever you complete a short or long rest. While holding ★ *"Well, that's something at least."
the whip, you can use a bonus action to speak its command
word to convert these charges into healing energy.
When you do, the whip loses all its charges and you regain 2
hit points for each charge lost. For every 5 charges the
whip has, the muscle fibers that hold it together loosen and
add 5 feet to the weapon's reach.
★ You will never escape my reach, mortal. While my thirst
cannot be put to rest, you can be.

43

Silver Sword of the Githyanki Singing Blade

Weapon (Greatsword), Very Rare (requires attunement) Weapon (any sword), rare (requires attunement by a bard or
Requirement: Attunement by a creature that has psionic wizard)

ability You gain +1 bonus to attack and damage rolls made with this
You gain a +3 bonus to attack and damage rolls made with magic weapon. You can use this sword as a spellcasting
focus. While attuned to this item, you can use your
this magic weapon, spellcasting ability for attack and damage rolls with this
As long as you remain attuned, you gain Resistance to weapon. You also gain proficiency in attacks with this
weapon.
Psychic Damage as well as Advantage on INT, WIS, &
CHA saving throws. When you miss a creature with this weapon, you can use a
If you score a critical hit with it against a creature's astral bonus action to let your blade sing. The creature must
body (that is, the creature is under the effect of the astral make a Wisdom saving throw against your spellcasting
projection spell or similar magic), you can cut the silvery ability. On a failure, they are charmed or frightened (your
cord that tethers the target to its material body, instead of choice) until the end of your next turn.
dealing damage,
★ Make sure to hide this from any Githyanki. They WILL Sir Percival's Lost Pestle
want it back.
Wondrous item, legendary (requires attunement)
Singing Stein This granite pestle is inlaid with intricate brass pieces as if

Wondrous item, common the rock had flowed and cooled around them. The name
While this pewter stein holds at least a sip’s worth of potable 'Sir Percival' is carved into the stone in wobbly lettering, as
if written by a child.
alcohol, the face adorning it comes alive to sing songs The pestle provides a +3 bonus to spell attcks and saving
based on the kind of drink. The stein is not sentient, but throw DC. A creature attuned to it automatically succeeds
does have a pleasant singing voice. If there are multiple on brewing potions and poisons of common rarity, and
steins in the same room, they can sing together in harmony gains a +3 bonus to alchemy checks made to craft potions
if they have the same drinks within them. and poisons of uncommon rarity or higher.
The stein sings songs slightly out of key if the drink inside is If a creature is subjected to a poison brewed using Sir
poisoned, which can be heard following a successful Percival's Lost Pestle, it has disadvantage on saving throws
Wisdom (Perception) check as determined by the GM. If to resist the poison.
there are multiple kinds of alcohol within it, the stein either If a creature drinks any healing potion brewed using Sir
alternates between song types or does its best to combine Percival's Lost Pestle, it automatically regains the
their various lyrics. Example drink Type of song Wine maximum possible number of hit points.
Ballad Rum Sea Shanty Ale Drinking song See Chapter 1: Herbalism and Alchemy for a list of potions
★ The tavern was raucous from outside. While Idelin didn't and poisons, and how to craft them.
hear music, she did hear the drunken singing of the
patrons within. Seeing as this was the last stop she could Skiff of the Githyanki
make before the long day's journey ahead of her, she strode
up to the Drunken Skull's door. The name itself gave her Wondrous item, very rare (requires attunement by a creature
pause, but she didn't have the luxury of choice for respite with psionics)
tonight.
★ Inside, over a dozen grizzled adventures sang around a This object appears as a wooden box that measures 6 inches
single table. At their center sat a single cup of mead, and long, 3 inches wide, and 3 inches deep. It weighs 2 pounds
while the mead itself was nothing extraordinary, the cup and floats. It can be opened to store items inside.
that held the drink was. The metal stein had a face friendly
enough for a cup, she guessed, but its voice was so heartfelt As an action, you can transform this item into a boat 24 feet
and full of life that she joined in and sang along. long, 8 feet wide, and 6 feet deep. The ship has a deck, an
anchor, a deck cabin, and a mast with a sail. The ship can
hold 10 Medium creatures comfortably. This boat has a
flying speed of 50 feet, but can only be powered by psionics
(biological or mechanical).

When the box becomes a vessel, its weight becomes that of a
normal vessel its size, and anything that was stored in the
box remains in the boat (and vice versa).

44

Spellsword Spiderbite Daggers

Weapon (shortsword), rare Weapon (dagger), rare
This item appears to be a shortsword hilt. This pair of daggers were made using the harvested fangs of
While grasping the hilt, you can use a bonus action to expend
a large, venomous spider, each dealing an additonal 1D4
a spell slot of 1st level or higher to activate the sword, Piercing Damage.
causing a blade of pure energy to spring into existence. When you hit the same creature on your turn with both
The sword remains activated for 8 hours, or until you daggers, that creature must succeed on a DC 13
deactivate it early using an action. Constitution saving throw or take an extra 2d4 poison
Once you activate the sword in this way, you can use it as a damage and become poisoned until the end of its next turn.
spellcasting focus, and you are proficient with the ★ The venom the spider carried was agonizing: like daggers
spellsword for the duration. You can use your spellcasting racing within your veins. How fitting then, to materialize
ability, instead of Strength or Dexterity, for your attack and the fangs of the fallen creature in a way such as this.
damage rolls using this weapon, which deals force damage

instead of piercing damage.

If you activate the sword using a 3rd- or 4th-level spell slot, its

damage die becomes a d8, and you gain a +1 bonus to

attack and damage rolls made with it. If you use a 5th-level

slot or higher, its damage die becomes a d10, and the

bonus increases to +2 instead.

When you deactivate the weapon early using an action, the

remaining magic stored within the blade erupts into a wave

of energy. Each creature in a 10-foot cone must make a DC

15 Dexterity saving throw. A creature takes 3d6 force

damage on a failed save, or half as much damage on a

successful one.

If the sword was activated using a 3rd- or 4th-level spell slot,

the force damage becomes 4d8, or 5d10 if it was activated

with a 5th-level slot or higher. The blade emits bright light
in a 20-foot radius and dim light for an additional 20 feet, Sprite in a Bottle
and disappears if the sword is no longer activated or if you
let go of the weapon. While holding the activated sword, Wondrous item, rare (requires attunement)
you can use a bonus action to cause the blade to vanish or This item resembles a mason jar holding a Sprite of one of
reappear.
★ My magic runs as deep in me as the cuts it leaves behind. the following types: fire, cold, poison, acid or lightning.
Most Sprites have their own personality and sometimes

telepathically talk to the creature that is attuned to them.
Some are mischievous and will try to convince the player to
wreak havoc, like the infamous Sprite Cindred, who was
once in the possession of a pyromaniac and has taken on
her personality.
The Sprite in a Bottle has 3 charges. You can use an action to
cause all creatures of your choice within 30 feet to lose
resistance to the element of the Sprite. Creatures that have
immunity against the element are weakened and instead
have resistance, and creatures weakened in this way
cannot be subjected to the Sprite's effects again for 24
hours. The effect lasts for 24 hours, and the Sprite in a
Bottle regains 1d3 charges at dawn. If the last charge is
used up, roll a d10. On a 1, the Sprite escapes, leaving only
the empty jar behind.
A creature attuned to the Sprite in a Bottle deals an
additional 1d6 damage of the Sprite's element with weapon
attacks, but can do so only once per turn.

Cindred 45

the Sprite in a Bottle

Spirit Cleaver Starmetal Sliver

Weapon (Cleaver), legendary (requires attunement) Weapon (dagger), very rare (requires attunement)
This dark metal blade can slip between a person and their This slim blade was forged using strange, unearthly metals

spirit to sever their connection to one another. You gain a from a meteorite. When you use an action to toss this
+3 bonus to attack and damage rolls made with this magic magic dagger into the air, it orbits your body at a distance
weapon, which deals slashing damage instead of piercing of 1d3 feet. Another creature can use an action to grasp the
damage. dagger to separate it from you, either by making a
While holding this weapon, you can use an action to cast the successful attack roll against AC 24 or a successful DC 24
etherealness spell from it with the following changes: Dexterity (Acrobatics) check.
• While on the Ethereal Plane, you can attack targets that you You can use an action to seize and either wield or stow the
can see on the plane you originated from with the spirit dagger. When you take the Attack action while the dagger
cleaver. These attacks are made with advantage. is orbiting you, you can use a bonus action to cause the
• If a target has 75 hit points or fewer after taking Sneak dagger to attack a target within 10 feet of you. The dagger
Attack damage in this way and isn't a construct or undead, uses your attack roll & ability score modifier to damage
it must succeed on a DC 17 Constitution saving throw or rolls. After the attack, the dagger returns to orbit you.
die. In addition, the dagger creates a small gravity field that wards
• The spell has a duration of 1 minute, but ends early if you off harm. While the dagger orbits you, when you are hit by
attack a creature on the plane you originated from with the a ranged weapon attack, the damage you take from the
spirit cleaver. attack is reduced by 1d10 + 4. If the damage is reduced to
Once this property of the weapon has been used, it can't be 0, the missile slows to a stop without hitting you & falls to
used again until the next dawn. the ground at your feet.
★ A tisket, a tasket, A fresh head for the basket. ★ With a final, thunderous cry, Corryn hurled the trident
★ A warning for my lover, Should they dare ignore it. downward. It found its mark and buried itself in the great
beast's shell: finding purchase within the gashes left by her
fallen comrades. From above the boat came a flash of light,
followed by a deafening roar, as a pillar of white, hateful
lightning pierced the Dragon Turtle, causing everything but
her steeled resolve to shudder from the impact.
★ The surrounding water hissed and crackled as it vaporized,
and the fearsome creature let out a final, defiant cry. The
water calmed, and the floating carcass of V'resh the Sea
Tyrant now lay resting before her: the glimmer of
gemstones and untold riches now catching in the returning
sun. She waited a long moment before retrieving her
trident with a flick of her mighty wrist. The storm in her
heart had begun to die down, but the soft mist and spark of
her great weapon would always remind her.

46

Storm Thrower Harpoon



Weapon (trident), legendary (requires attunement)

This weapon has a +3 bonus to attack and damage rolls



made with this magical weapon.

The trident has a chain attached to its handle that can be



used to retrieve the weapon once it’s been thrown using a

bonus action. When you hit with a ranged attack using this

weapon, it deals an additional 1d8 lightning damage. In

addition, this trident acts as a conduit for the sky’s

ferocious power.

Immediately after hitting a creature with the trident, you can

call down a bolt of lightning upon it, forcing it and all

creatures within 5 feet to make a DC 16 Dexterity saving

throw. On a failed save, creatures take 6d10 lightning

damage, or half as much on a success. Creatures have

disadvantage on the saving throw if they’re submerged in

water or wearing metal armor. You are immune to the

lightning damage caused by this effect.

This ability fails if the creatures are obstructed from the sky.

Once you use this ability, you cannot do so again until the

next dawn. Impale. You can use your action to try to impale

and pull a creature toward you. If your target is a creature

that is no more than one size larger than you, you can

make a ranged weapon attack against it using the trident. If
you hit, you can attempt to pull the impaled creature Sun Blade
toward you by making a Strength (Athletics) check
contested by the target’s Strength (Athletics) check. If you Weapon (any bladed weapon except ranged), Very rare
succeed, you can pull the creature up to 20 feet toward you. (requires attunement)
★ With a final, thunderous cry, Corryn hurled the trident
downward. It found its mark and buried itself in the great This item appears to be an ornate weapon hilt, the blade
beast's shell: finding purchase within the gashes left by her snapped about 3 inches above the crossguard.
fallen comrades. From above the boat came a flash of light,
followed by a deafening roar, as a pillar of white, hateful While grasping the hilt, you can use a Free Action to cause a
lightning pierced the Dragon Turtle, causing everything but blade of pure radiance to spring into existence, or make the
her steeled resolve to shudder from the impact. blade disappear. While the blade exists, this magic weapon
★ The surrounding water hissed and crackled as it vaporized, has the Finesse property. If you are attuned to it, you are
and the fearsome creature let out a final, defiant cry. The automatically proficient with the sun blade.
water calmed, and the floating carcass of V'resh the Sea
Tyrant now lay resting before her: the glimmer of While grasping the hilt, you can use a Free Action to cause a
gemstones and untold riches now catching in the returning blade of radiance to spring into existence, or make it
sun. disappear. When you hit with an attack using this magic
★ She waited a long moment before retrieving her trident weapon, the target takes 1D8 radiant damage instead of
with a flick of her mighty wrist. The storm in her heart had slashing damage, and when you hit an Undead with it, that
begun to die down, but the soft mist and spark of her great target takes an additional 2d4 radiant damage.
weapon would always remind her.
The weapon's luminous blade emits bright light in a 15-foot
radius and dim light for an additional 15 feet.

The blade is made of the purest sunlight. While the blade
persists, you can use an action to expand or reduce its
radius of bright & dim light by 5 feet each, to a maximum
of 30 feet each or a minimum of 10 feet each.

Once this property of the weapon has been used, it can’t be
used again until the next dawn.

47

Tea Weird Thoughts & Prayers

Wondrous item, common Weapon (Knuckle dusters), Rare (Requires attunement)
This Tiny, sentient fragment of a charmed water elemental Thoughts: a crystalline knuckle duster. Deals 1d4

has an endless desire to create tea. When given a leaf or bludgeoning damage + 1d6 psychic damage on a hit.
other potential tea ingredient, its watery form gurgles Serves as an arcane focus once attuned.
happily as it begins to steep it, magically heating the water Prayers: a golden knuckle duster. Deals 1d4 bludgeoning
surrounding the ingredient to its ideal brewing damage + 1d6 radiant damage on a hit. Serves as a holy
temperature. It only picks up materials it chooses to and symbol of the user's chosen diety once attuned.
can control whether or not it's wet to the touch. The tea My Thoughts & Prayers go out to you... If a player has both
weird can inhabit up to 1 gallon of water, or as little as 1 Thoughts & Prayers attuned and equpped, every friendly
ounce. creature within 30 feet can cast Healing Word using their
Any water controlled by the tea weird is magical for the existing spellcasting ability, as if they have the spell
duration. The tea weird is considered a magical object and prepared and/or know it by heart. The Healing Word
is not a creature. It has a speed of 5 feet and can hover up granted by Thoughts & Prayers is not considered part of
to 5 feet off the ground. It has AC 10, 10 hit points, and has any spell list, and cannot be transcribed into a spellbook.
resistance to all damage. The tea weird regains all its hit If the wearer has no spellcasting ability, they gain a
points if given at least 1 ounce of water. Drinking the entire spellcasting ability feature with a spellcasting modifier of
tea weird is harmless to you, but destroys the item. +1, and one 1st level spell slot, and learn the spell Healing
Sentience. The tea weird is a sentient chaotic good item with Word. This spellcasting ability feature can only be used to
an Intelligence of 3, a Wisdom of 8, and a Charisma of 6. It cast Healing Word.
has hearing and darkvision out to a range of 60 feet. It can't

speak or read, but understands Aquan and Common.

Personality. The tea weird is dedicated to making tea. It will

happily collect moisture, steep it with fresh ingredients,

and then separate itself from the freshly brewed tea by

pouring it into a cup or similar vessel. It avoids combat at

all costs and enjoys resting in cups, kettles, or the pockets

of friendly creatures.

★ "Hey, what flavor is this?"

★ "You mean the tea? I think the tea weird found a mint leaf

about a mile back."

★ "No no, not that. I meant the flavor text."

★ "Oh, that's meta flavor. It gets old quick, but it's nice to try

it out again every once in a while."


Timepiercer

Weapon (rapier), very rare (requires attunement)
This item appears to be a sword hilt that has a small hole on

either end of it. The hilt is made of clear quartz and
contains an hourglass with sand inside it. Despite the holes
on the hilt, the sand never seems to flow out of the
hourglass.
You can speak the hilt’s command word as a bonus action to
cause it to form a thin blade of sand. The hourglass spills
sand from the bottom of the hilt that circulates up and
around to form the blade and guard of the rapier before
returning to the hourglass again through the hole at the
top. You can speak the hilt’s command word again as a
bonus action to cause all the sand to return to the
hourglass.
While the blade is formed, you gain a +2 bonus to attack and
damage rolls made with this magic weapon. While holding
the hilt, you can use an action to cast either the haste or
slow spell (save DC 16) from it. You have advantage on
Constitution saving throws you make in order to maintain
concentration on a spell cast in this way.
Once a spell has been cast using the hilt, it can’t be used to
cast that spell again until the next dawn. The sands in the
hourglass speed up or slow down while you concentrate on
a haste or slow spell respectively when cast in this way.
★ Time's up. For you, at least.

Utensil of Deliciousness Wane

Very Rare (requires attunement) Armor (shield), legendary (requires attunement by a druid)
A bronze-colored Utensil inlayed with many colors, this This shield in the shape of the waning moon is said to be

Utensil make any food taste like the best possible prepared made of volcanic rock from the moon itself, slowly formed
dish of that food (Pasta tastes like a 5 star italian and reformed by the ever incessant tides.
restaurant, but dirt still tastes like dirt) While holding this shield, a creature attuned to it gains a +3
Any food eaten using this Utensil will taste as though affected bonus to AC.
by 'The Dust of Deliciousness'. It will not, however, dull the Wane grants its wearer an aura of faint moonlight as long as
senses of the consumer, instead giving them advantage on they are attuned to it. Dim light shines in a 30-foot radius
constitution-based checks and saves for one hour. sphere around the shield, and you can use a reaction to
you can make the Utensil shift between fork, knife, and spoon blind a creature that starts its turn in the sphere until the
at will. end of the creature's next turn, unless it succeeds on a

Wisdom saving throw against your spell save DC.

A druid can use Wane as a spellcasting focus, and is able to

perform the somatic components of spells even when they

are holding something in both hands, as long as they are

holding Wane in one of them.

Special. If you are in possession of both Wax & Wane & are

attuned to both of them, Wane allows you to cast tidal wave

at 5th level once per day without using a spell slot. It

regains its charge at midnight.



Wax



Weapon (sickle), legendary (requires attunement by a druid)

This sickle is decorated with carvings that depict the moon's



phases and glow with faint blue light.

Wax gives a +3 bonus to attack and damage rolls made with


this weapon, as well as a +3 bonus to spell attacks and
Voltedge spell save DC.
If you hit a creature with a melee attack using Wax, the
Weapon (any sword), rare creature is illuminated by faint moonlight. The next attack
This split metal sword arcs with electricity between its two roll made against the creature has advantage, then the
moonlight fades away, whether the attack hits or not.
halves. A druid can use Wax as a spellcasting focus, and is able to
When you hit with an attack using this magic sword, the perform the somatic components of spells even when they
have weapons or a shield in one or both hands, as long as
target takes an extra 1d6 lightning damage. While holding they are holding Wax in one of them.
this sword, you can use an action to unleash a concentrated Special. If you are in possession of both Wax & Wane and are
beam of lightning from the blade in a line that is 60 feet attuned to both of them, Wax allows you to cast moonbeam
long and 5 feet wide. at 5th level once per day without using a spell slot and
Each creature within that line must make a DC 15 Dexterity without requiring concentration. It regains its charge at
saving throw. A creature takes 4d6 lightning damage on a midnight.
failed save, or half as much damage on a success.
Once this property of the sword has been used, it can’t be
used again until the next dawn.

Wyrmling Wristlet Zedomtuc's Monocle of Valuation

Wondrous item, rare (requires attunement) Wondrous item, rare
This bracelet has 1d6 + 3 colorful, egg-shaped beads hanging This monocle is crafted from gold with a few small gems

from it. Ten types of beads exist. The GM decides the type studding it and was crafted by tinkering-minded gnome
of each bead on the bracelet or determines it randomly. A that was a banker and tasked with valuing fine jewelry and
bracelet can have more than one bead of the same type. other trinkets and items.
You can use an action to detach a bead and throw it into an Whenever you make an Intelligence (Investigation) to check
unoccupied space that you can see up to 30 feet away from to determine the value of gems and other mundane items,
you. When it reaches the end of its trajectory, the bead you gain the following accuracy if you use this monocle:
cracks open, destroying the bead, and summons a dragon • DC 15 for accuracy within 100 gp for items under 1,000 gp
wyrmling in the space. The type of wyrmling is determined worth; within 500 for items under 5,000 gp worth; within
by the bead’s color. 1,500 for items worth more than 5,000 gp
• DC 21 for exact appraised worth
Bead & Wyrmling Bead & Wyrmling You may only check an individual item or gem once with the
d10 Color d10 Color monocle. Repeated attempts cannot reveal a more accurate
evaluation.
1 Black 6 Gold
Zenith, Halberd of Rhaulbaenn
2 Blue 7 Green
Weapon (halberd), Very Rare (requires attunement)
3 Brass 8 Red This battle-hardened polearm has an exaggerated spike at its

4 Bronze 9 Silver bottom end to pierce enemies in combination attacks. The
pole has chinks and minor flaws indicative of the many
5 Copper 10 White fights in which it was featured, but the blade and spike are
made of masterwork iron with intricate decorative lacing.
A summoned wyrmling disappears after 1 hour, when it The spike end of this magical weapon deals 1d6+ your
drops to 0 hit points, or when you summon another Strength modifier piercing damage (including when used
wyrmling. The wyrmling shares your initiative count, but it as part of the Polemaster feat).
takes its turn immediately after yours. Moment of Success. Rhaulbaenn was a master tactician,
knowing the best moment to take advantage of an
It is friendly to you and your companions until you threaten opponent's weakness. Whenever you make a successful
or harm it. The wyrmling obeys any verbal commands that attack of opportunity while attuned to and wielding this
you issue to it (no action required by you). If you don’t issue weapon, roll a d6. On a 4-6, you may take one additional
any commands to it, it defends itself from hostile creatures, reaction before your next turn (only to make another attack
but otherwise takes no actions. of opportunity). On a 1-3, nothing happens.
Sweeping Strike. When you hit a creature with a melee
When the last bead has been used, the wristlet becomes weapon attack, you can damage another creature with the
nonmagical. same attack. Choose another creature within 5 feet of the
original target and within your reach. If the original attack
roll would hit the second creature, you deal your normal
weapon damage but do not add your Strength modifier.
The damage is of the same type dealt by the original attack.
You can only do this with the primary end of Zenith.

50


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