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Relics of The Realms - Volume 2

The document provides details on various magic items, including their names, rarities, types, and abilities. Some notable items described include the Ardent Enforcer warhammer that deals fire and necrotic damage, the Bifocals of the Basilisk that grant darkvision and a petrifying gaze, and the Black Market Exchange Chest that allows placing items inside to be purchased by unknown buyers in exchange for gold.

Uploaded by

Joe Kehoe
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
457 views

Relics of The Realms - Volume 2

The document provides details on various magic items, including their names, rarities, types, and abilities. Some notable items described include the Ardent Enforcer warhammer that deals fire and necrotic damage, the Bifocals of the Basilisk that grant darkvision and a petrifying gaze, and the Black Market Exchange Chest that allows placing items inside to be purchased by unknown buyers in exchange for gold.

Uploaded by

Joe Kehoe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Index

Page Name Rarity Type


Ardent Enforcer Very Rare Warhammer
Arm of the Fire Genasi Veteran Rare Wondrous Item
1
Bifocals of the Basilisk Rare Wondrous Item (Head)
Black Market Exchange Chest Rare Wondrous Item
Chop Uncommon Handaxe
Circlet of the Phoenix Very Rare Wondrous Item (Head)
2 Curse Jar Rare Wondrous Item
Delilah Very Rare Light Crossbow
Dragon Satchel Uncommon Wondrous Item
Duality Blade Rare Shortsword
Earring of Whisper Uncommon Wondrous Item (Jewelry)
3 Frost Reaper Rare Scythe
Gapcloser 2000 Uncommon Wondrous Item
Goodberry Sapling Uncommon Wondrous Item
L'Arcana #23 Uncommon Wondrous Item
La Guillotina Rare Greataxe
4
Lash of the Hydra Very Rare Whip
Luminous Vestments of the Phoenix Legendary Wondrous Item (Body)
Mantle of Vitalis Legendary Wondrous Item (Body)
Map Beacons Uncommon Wondrous Item
5
Mask of the Raven Disciple Rare Wondrous Item
Mountainguard's Greataxe Rare Greataxe
Nightliner Uncommon Wondrous Item
Orb of the Dryad Uncommon Wondrous Item
6 Permafrost Axe Very Rare Handaxe
Plate of the Sun and Stars Very Rare Heavy Armor
Pocket Portal Very Rare Wondrous Item
Repurposed Eyestalk Rare Wand
Ring of the Fey Rare Wondrous Item (Jewelry)
7 Runechalk - Alabaster White Uncommon Wondrous Item
Runechalk - Bright Yellow Uncommon Wondrous Item
Runechalk - Charming Pink Uncommon Wondrous Item
Runechalk - Cloudy Grey Uncommon Wondrous Item
Runechalk - Flame Red Uncommon Wondrous Item
Runechalk - Midnight Black Uncommon Wondrous Item
8
Runechalk - Navy Blue Uncommon Wondrous Item
Runechalk - Sky Blue Uncommon Wondrous Item
Runechalk - Swamp Green Rare Wondrous Item
Runechalk - Vine Green Uncommon Wondrous Item
Runechalk - Warm Orange Uncommon Wondrous Item
9 Runechalks - Royal Purple Uncommon Wondrous Item
Sanctified Gilded Skull Uncommon Wondrous Item
Sapphire Claws Rare Fist Weapon
Scout's Arrow Rare Ammunition
Shadowborn's Second Skin Rare Light Armor
10
Shadowglass Dagger Rare Dagger
Shield of the Roc Uncommon Shield
Staff of Amplification Rare Staff
Tiny Duck Crown Uncommon Wondrous Item (Jewelry)
11 Warmage's Longsword Very Rare Longsword
Wayfinder Uncommon Longsword
Wrath of the Tempest Rare Wondrous Item (Jewelry)
Bifocals of the Basilisk

Ardent
Enforcer

Black Market
Exchange Chest

Arm of the
fire Genasi
Veteran

Ardent Enforcer Bifocals of the Basilisk


Very Rare Warhammer (Versatile) Very Rare Wondrous Item
Requires attunement Superior Darkvision. These goggles grant you darkvision
Damage. 1d8 (1d10) Bludgeoning +3 Fire up to 90ft. In darkness, instead of shades of grey you see in
Infernal Metal. You gain a +3 bonus to attack rolls you make shades of green.
with this weapon. Stonecold. While wearing these goggles you are immune
Mark of the Fallen. As a bonus action, when you make to petrifying effects that take hold of you through a visual
a successful attack against a creature, you can choose to connection, such as with a basilisk or a medusa.
mark it with an infernal rune. The creature has to make a Petrifying Gaze. As an action you can activate the goggles’
Wisdom saving throw (DC 15). On a failure it is marked, on Petrifying Gaze, this effect lasts until the start of your next
a success nothing happens. When marked the creature has turn. If a creature starts its turn within 30ft. of you and you
vulnerability to fire and necrotic damage for one minute. If a can see each other, you can force the creature to make a DC
creature has immunity to these types of damage it becomes 12 Constitution saving throw. On a failed save, the creature
resistant, if the creature has resistance it loses its resistance. magically begins to turn to stone and is restrained. It must
You can use this feature twice per day, if the save succeeds the repeat the saving throw at the end of its next turn. On a
use is also expended. success, the effect ends. On a failure, the creature is petrified
until freed by a greater restoration spell or other magic. You
can use this feature only once every 3 days.
Arm of the Fire Genasi Veteran
Rare Wondrous Item
Requires attunement Black Market Exchange Chest
Renewed Strength. While attuned to this prosthetic you Rare Wondrous Item
gain a +2 bonus to your Strength score. Additionally, any Unknown Buyer. You can place items in this chest, before
unarmed strikes you make with this arm also receive a +2 you close the lid you can speak a command word and state
bonus to the damage roll. an amount of gold that you expect in return. If you close the
Fireproof. You receive no damage whenever you touch or box without stating an amount it is considered to be 0. The
hold something with this arm that would otherwise deal Fire lid slams down and the clasped ribbon magically seals it for
or Cold damage. 24 hours. After this duration you can open the chest if the
Blistering Grip. Once per day you can cast Heat Metal (3rd contents have been bought you will find the exact amount
level) on the hand of this arm. This requires no concentration of gold that you requested. If the price has not been paid you
and lasts for 1 minute. find your items inside untouched. You do not know who buys
Bonding Process. To bond to this arm, it requires you to these items or why they buy them.
have an amputated arm (either at the elbow or upper arm) Interdimensional Space. The opening of the chest is 2ft.
to function. The arm will not function if it is attached in any by 3ft. The interior of the chest however can expand to a 10ft.
other way. cube. The chest can not close if any living creature is inside of
it. Any spells cast inside of the chest have no effect.

Relics of the Realms - Volume 2 1 Bonus Action


Chop Delilah
Uncommon Handaxe (Light, Range, Thrown) Very Rare Light Crossbow
Damage. 1d6+1 Slashing Requires attunement
Range. 20/60 ft Damage. 1d8+2 Piercing
Fine Steel. You gain a +1 bonus to attack rolls you make with Range. 80/320
this weapon. My Dearest Delilah. You gain a +2 bonus to attack rolls you
Lumberjack’s Best Friend. This weapon deals an extra 1d6 make with this weapon.
Slashing damage to Plant creatures and objects/items made Heartseeker. Before you attack a creature you can whisper a
of wood. command word that magically enchants the next bolt you fire.
You make the ranged attack roll for this bolt with advantage.
The bolt flies around any corners and ignores all cover. You
Circlet of the Phoenix can do this once per day.
Very Rare Wondrous Item
Requires attunement by a Wizard, Sorcerer, Druid or Warlock
Heart of the Fire Plane. When attuned to this circlet you Dragon Satchel
are resistant to Fire damage and gain a +2 bonus to your Uncommon Wondrous Item
Spellcasting ability. Essence of the Dragon. You can fill this small satchel with
Feather of the Phoenix. You can cast the spell Feather Fall two handfuls of one of the materials listed in the Dragon
an unlimited amount of times using this circlet. Satchel table below. Over the course of 24 hours the material
Up in Flames (Hidden Feature). When a creature attuned turns to a fine crystal powder. You can use an action to throw
to this item dies, their body and equipment burst into flames one handful of powder. The powder erupts in a 10ft. cone. All
and turns to ash. Creatures in a 10ft. radius have to make a creatures in it have to make a Dexterity saving throw (DC
Dexterity saving throw (DC 15). On a failed save they take 15). On a fail they take 3d4 damage, on a successful save they
2d10 Fire damage. On a successful save they take half damage. take half damage. The damage type depends on the original
The attuned creature’s appears with full hit points and no material. Doing this twice empties the satchel after which you
equipment except the Luminous Vestments of the Phoenix on can fill it with new material.
the elemental plane of fire. This feature can not be detected by
the Detect Magic spells. D ragon S atc hel
Material Powder Color Damage type
Curse Jar Ash Red Fire
Rare Wondrous Item (Sentient) Grass Green Acid
Gold Eater. When the owner of this jar insults someone Leaves Purple Poison
or utters a curse-word they hear a voice in their head
Sand Yellow Lightning
commanding them to put one gold piece in the mouth of the
jar. A creature may resist doing this with a successful Wisdom Snow Blue Cold
saving throw (DC 10). The gold is instantly consumed by jar.
There is no way to retrieve any gold from the jar.
Foul Mouthed. Twice per day you can pull the lid off the jar
to cast a spell for a certain amount of gold that has been put Chop
in it. When you cast a spell the cost is taken from the total
amount.

C u rs e J a r S p e lls
Cost Spells
50 GP Fear (3rd level, DC 15)
100 GP Bestow Curse (3rd Level, DC 15) Dragon
200 Gp Blight (4th level, DC 15) Satchel

Lashing out. If the owner of this jar does not feed it at least
one gold coin every day the most expensive available spell is
cast on the owner.

Delilah

Circlet of the Phoenix Curse Jar

Relics of the Realms - Volume 2 2 Bonus Action


Gapcloser 2000

Frost Reaper

Earring
of Whisper

Goodberry Sapling Duality Blade

Duality Blade Gapcloser 2000


Rare Shortsword (Finesse, Light) Uncommon Wondrous Item
Requires attunement Damage. 1d4-1 (2x)Piercing
Damage. 1d4+1 Necrotic + 1d4+1 Radiant Range. 50 (Both ways)
Streamers of Light. By speaking a command word you can Tightrope. As an action you lift the Gapcloser 2000
envelop the sword in flowing streamers of light. This causes overhead and shoot 2 bolts attached to a 50ft. steel wire in
bright light in a 15ft. radius and dim light in a 30ft. radius. opposite directions. Make a ranged attack roll for both bolts.
If this effect is active while making an attack you deal 1d4 On two successful hits you can hold on to the device and use
Necrotic and 1d4+2 Radiant damage instead. your movement to travel between the two points at 50ft. per
Blade of Darkness. The blade does not reflect any light itself round. As a bonus action you can make the device detach and
and is hard to discern in dim light and darkness. When you reel in both bolts. If you hit a creature with one of the bolts
are in dim light or darkness you gain a +3 bonus to your attack it can release itself by making a successful Strength saving
roll with this blade. You deal 1d4+2 Necrotic and 1d4 Radiant throw (DC 10). When shooting at a material you can add a +2
damage if you attack this way. Activating the Streamers of bonus to your attack roll. Refer to the AC’s below to determine
Light negates this effect. whether you hit or miss.

M aterial AC’ s
Earring of Whisper Material AC
Uncommon Wondrous Item
Jenga. This enchanted earring can send and receive the Crystal, Ice 13
Message spell to and from other connectead earrings within Wood, Bone 15
500ft. To send a message the wearer must activate the earring Stone 17
by touching it. The earring will always passively receive
Iron, Steel 19
messages. If the receiver is out of range they will hear nothing.
Can you hear me now?. Earrings can be connected by
physically holding them together for 10 minutes, this
connection is broken if both earrings are not within a 5 mile
Goodberry Sapling
Uncommon Wondrous Item
radius of each other for at least a week.
Seed of the Feywild. You can plant this sapling in any type
of fertile ground. Over the course of a few days a bush roughly
Frost Reaper the size of a 5ft. cube grows. The bush grows Goodberries
Rare Scythe (Martial, Heavy, Two-handed) which have the exact same properties as stated in the spell
Requires attunement Goodberry.
Damage. 1d6+1 Slashing + 1d6 Cold Healthy Harvest. Goodberries grow 1d6 days after planting
Ice Harvest. Once per day you can spend an action to create the sapling. Every day 1d4 berries grow on the bush to a
shards of ice from the moisture in the air around you by maximum of 20 berries. When a berry has been plucked it
swinging the scythe through the air. Roll a d8, this is the lasts for 24 hours after which it loses it’s properties. If all the
number of shards you create. You make a ranged attack for berries are picked from the bush, roll a d20. On a 1 the bush
each shard, you can choose one target or will no longer grow any berries. The berries will only start
multiple within 60ft. On hit the target takes 1d4+1 cold growing again if the bush is watered with water from the
damage. Feywild.

Relics of the Realms - Volume 2 3 Bonus Action


L’Arcana #23
La Guillotina Uncommon Wondrous Item
Because Thou Art Worth It. It takes about 30 seconds to
apply this lipstick after which the effects last for 8 hours or
until it is removed. You can use this lipstick 15 times before it
is completely used up.
#23. While wearing this lipstick you gain a +1 bonus to every
ranged and melee spell attack rolls with a Verbal component.
If you know the Charm Person spell and you cast it while
wearing this lipstick the Wisdom saving throw DC is
increased by 2.

Luminous Vestments
of the Phoenix
La Guillotina
Rare Greataxe (Heavy, Two-Handed)
Requires attunement
Damage. 1d12+2 Slashing
Repurposed Adamantine Blade. You gain a +2 bonus to
attack rolls you make with this weapon.
Purge the Wicked. This axe can not harm any creatures with
a Good alignment and can not deal a killing blow to Neutral
aligned creatures.
Voice of the Judge. You can cast the spell Command (1st
level) using this axe. The Wisdom save DC for this spell is 14.
You can do this twice per long rest.

Lash of the Hydra


Very Rare Whip (Finesse, Reach)
Damage. 1d4+2 Slashing
Firm Grip. You gain a +2 bonus to attack rolls you make with
this weapon.
Hydra’s Frenzy. Whenever you roll attack a creature that is
hostile towards you and roll a natural 19 or 20 on an attack
roll with this weapon an extra cord grows from the handle
of the whip. Your attacks with this whip deal an additional
1d4 damage for each extra cord. The whip can have a total of
5 cords. Extra cords disappear 12 hours after the last cord has
grown after which only one cord remains.
Hydra’s Curse. Whenever you roll a natural 1 on an Attack
roll with this weapon one cord disappears from the handle.
However, if there is only one cord left, roll a d100. On a 15 or
Lash of the Hydra less the last cord disappears, making the whip useless and
unable to grow any cords ever again. If you roll higher than 15
the last cord remains attached.

Luminous Vestments of the Phoenix


Legendary Wondrous Item
Requires attunement by a Druid, Sorcerer, Warlock or Wizard
Soul of the Fire Plane. When attuned to this robe you are
immune to Fire damage and resistant to Cold damage. You
also gain a +4 bonus to your spell attack bonus and +2 bonus
L’Arcana 23 to your spell save DC.
Flight of the Phoenix. You can cast the spell Fly (6th level)
with these robes. You can use this feature twice per long rest.
Ashes to Ashes. You can cast the spell Firestorm using this
robe. You can use this feature once per long rest.

Relics of the Realms - Volume 2 4 Bonus Action


Mantle of Vitalis Mountainguard’s
Legendary Wondrous Item Greataxe
Requires attunement by a Bard, Cleric or Druid
Legacy of the Healer. The mantle has 3 charges that
empower your healing spells. Whenever you cast a healing
spell you can spend a charge to heal one creature for an extra
3d8 + your spell attack bonus. If you heal more than one
creature with a single spell you can spend all the charges
at once. However, you can only use one charge on a single
creature at a time. All 3 charges are regained at dawn.
Dreamwalker. As an action, you can cast the spell Dream
(5th level). You can do this once per long rest. Additionally
you are immune to this spell and any spells that would make
you fall asleep while wearing this mantle.
Mantle of Vitalis

Map Beacons
Uncommon Wondrous Item
Split the Party. When placed on a map you can speak a
command word which causes these tiny constructs to light up
and hover over the place where the person it is connected to is
currently located. If there are multiple people in one location
they hover above each other. If they are not anywhere on the
map the beacon lies still on its side.
These beacons work best on detailed maps but can also give
a general position on crudely drawn maps. If you draw a map
(for example on the ground) it needs to have at least 3 points
of reference and be enclosed by a rectangular edge.
Binding the Beacon. To bind a beacon to a person they must
hold it in their left hand and speak a command word. Binding
to a beacon does not count towards attuned items.

Mask of the Raven Disciple


Rare Wondrous Item
Requires attunement by a Cleric, Paladin or Warlock
Wisdom from Beyond. When attuned to this mask you gain
a +2 bonus to your Wisdom Saving throws and on all Wisdom
based skills.
My Queen. If you are a Cleric or Paladin you gain a +1 bonus Mask of the
Raven Disciple
to Strength. If you are a Warlock you gain a +1 bonus to
Charisma. In case of multiclassing, choose one bonus.
Forgiving Queen. You can cast the Spare the Dying cantrip
using this mask once per day. When you cast this spell the
purple gem flares up brightly.

Mountainguard’s Greataxe
Rare Greataxe, (Heavy, Two-Handed)
Requires attunement
Damage. 1d12+2 Slashing
Dwarven Forged. You gain a +2 bonus to attack rolls you
make with this weapon.
Last Line of Defense. As an action you can slam the pommel
of this axe on the floor causing a wave of gold energy to Map Beacons
ripple out around you. For one minute all creatures of your
choice in a 30ft. radius around you become immune to being
Frightened. They also gain an amount of temporary hit points
equal to 10+ your level. When the spell ends, all the creatures
lose any remaining temporary hit points. You can use this
feature once per day.

Relics of the Realms - Volume 2 5 Bonus Action


Nightliner Plate of the Sun and Stars
Uncommon Wondrous Item
Enchanted Eyes. It takes one minute to apply this eyeliner,
when it is applied around the eyes you gain Dark Vision up
to 60ft. Additionally you gain a +5 bonus to any sight based
Perception checks. These features last for 24 hours or until the
eyeliner is removed. This eyeliner is not waterproof. You can
use this make-up 20 times before it completely runs out.

Orb of the Dryad


Uncommon Wondrous Item
Requires attunement by a Druid or Monk
Nature’s Light. When attuned to this object you can have
it float in any place in a 5ft. radius around you. You can
command it to shed light. This provides bright light in a 20ft.
radius and dim light for an additional 20ft.
Healing Flight. As an action you can make the orb float
in a straight line towards a creature within 100ft. The orb
becomes ethereal and heals every single creature it passes
through and the target for 1d4+1. When it arrives at your
chosen target it hovers next to it and heals the creature for Plate of the Sun and Stars
1d4+1 for the following 3 rounds. Afterwards it returns to you Very Rare Heavy Armor
if you are within 100ft. of it, otherwise it will stop hovering Requires attunement
and drop. The orb does not heal on the way back. You can AC. 18
use this feature once per day. When ethereal, the orb can Light of the Sun. You can cast Sunbeam
penetrate most barriers, but it is blocked by 1ft.of stone, 1 inch (6th level) from this armor (DC 17). You can use this feature
of common metal, a thin sheet of lead, or 3ft. of wood or dirt. again after 7 days have passed.
Blessing of the Stars. This armor has 8 charges. You can
spend a bonus action to use a charge to bless a creature
Permafrost Axe within a 50ft. range. They can add 1d6 to their next attack roll.
Very Rare Handaxe (Light, Range, Thrown) The blessing lasts for one minute or until a creature uses the
Requires attunement blessing for its attack. You can spend any number of charges
Damage. 1d6 Slashing +2 Cold you have left in one bonus action but blessings do not stack.
Range. 30/60 At midnight the armor regains 1d8 charges.
Cold Edge. You gain a +2 bonus to attack rolls you make with Heavenly Light. Your melee weapon attacks deal an extra
this weapon. 2 Radiant damage as long as you have at least one charge of
Arctic Circle. As a bonus action while holding this weapon, either Light of the Sun or Blessing of the Stars.
you can make this weapon summon a small blizzard in a
15ft. radius around it which lasts for 30 seconds. This area is
considered rough terrain. Pocket Portal
You do not have to hold the weapon for the duration, only to Very Rare Wondrous Item
activate it. Every time a creature ends its turn in the blizzard Homebrewed. The liquid in this glass sphere is brewed in
they have to succeed on a Constitution saving throw (DC 15) the center of a permanent teleportation circle. The portal it
or suffer 6 Cold damage. You can use this feature twice per creates always takes you to the location the liquid was brewed
day in. As an action you can smash this glass orb on the ground.
A portal with a 10ft. radius opens and remains open until the
end of your next turn. Any creature that willingly enters the
portal instantly appears within 5ft. of the destination or in
the nearest unoccupied space.

Orb of the Dryad


Pocket Portal
Nightliner

Permafrost
Axe

Relics of the Realms - Volume 2 6 Bonus Action


Repurposed Eyestalk Runechalk - Alabaster White
Rare Wand Rare Wondrous Item
Requires attunement by a Sorcerer, Warlock or Wizard Chalk One Up. As an action you can use this chalk to draw
Intellect of the Floating Eye. When attuned to this wand a simple symbol. A creature using this chalk must have at
you gain a +2 bonus to your Intelligence score. Furthermore least an intelligence of 10 to draw these symbols. Only one
you gain a +1 bonus to all Perception checks you make. of the symbols can be active at a time. You can draw up to 20
Arcane Lens. The wand holds 3 charges, which it regains symbols with this chalk before it is completely used up.
every day at dawn. As an action you can target a creature you Square. When drawn around a creature that is alive but at 0
can see within a 120ft. range and expend a charge to cast a hit points it will stabilize them. This does not affect undead or
spell. Roll a d4 to determine what happens. constructs.
1. Fear Ray. The target has to make a Wisdom saving throw Circle. When standing in the circle you are granted 1d4
(DC 16). On a failed save they are Frightened for 1 minute. bonus to a single ability check of your choice.
They can repeat the saving throw at the end of each of their Triangle. Creates a sacred glyph on a 5ft. square. Any undead
turns, ending the effect on a success. creature walking over the glyph has to make a Dexterity
2. Necrotic Ray. A creature within range has to make a saving throw (DC 15). On a failed save they take 1d8+2
Constitution saving throw vs your spell save DC or take 3d6+2 Radiant damage, on a successful save they take none.
Necrotic damage Cross. Erases all information from a sheet of paper.
3. Sleep Ray. The target must make a Wisdom saving
throw (DC 16). On a failed save they fall asleep and remain
unconscious for 1 minute. They awaken if they take damage Runechalk - Bright Yellow
or another creature takes an action to wake it. This ray has no Uncommon Wondrous Item
effect on constructs and undead. Chalk One Up. As an action you can use this chalk to draw a
4. Spell of the Master. You cast a damaging spell of your simple symbol. A creature using this chalk must have at least
choice of level 3 or lower from your list of spells. You do not an intelligence of 6 to draw these symbols. You can draw up to
expend a spellslot for this. 20 symbols with this chalk before it is completely used up.
Square. Fills a container with 1 pint of your favorite ale
Circle. Casts the Light cantrip on the object that it is drawn
Ring of the Fey on.
Rare Wondrous Item Triangle. Fills a container with 1 pint of lamp-oil
Requires attunement Cross. Casts the spell Grease when a creature crosses the
Brain of the Fey. When attuned to this ring you gain a +1 symbol. Lasts for 8 hours maximum, the DC for this spell is 12,
bonus to your intelligence score. Additionally you gain a +2 A maximum of 3 cross symbols can be active at any given time.
bonus to all Arcana and Nature checks you make.
Fey Ancestry. While attuned to this ring you have advantage
on saving throws against being charmed, and magic can’t put Runechalk - Charming Pink
you to sleep. Uncommon Wondrous Item
Light of the Feywild. This ring holds one charge of a special Chalk One Up. As an action you can use this chalk to draw a
kind of Faerie Fire. This spell requires no concentration, lasts simple symbol. A creature using this chalk must have at least
for 1 minute and is tints of orange and red. When you are in an intelligence of 6 to draw these symbols. You can draw up to
the Feywild both areas described in the description of the 20 symbols with this chalk before it is completely used up.
spell increase by 10ft. You can cast this spell once per day. Square. Tunes and repairs instruments.
Circle. When standing in the circle any music you play or
vocal sounds you make sound three times as loud.
Triangle. Dramatic lighting fills a 10ft. cube, increases any
Perfomance checks by 3.
Cross. Casts a small display of Prestidigitation fireworks
Repurposed when stepped on by any creature.
Eyestalk

Ring of the Fey Alabaster White Bright Yellow Charming Pink

Relics of the Realms - Volume 2 7 Bonus Action


Runechalk - Cloudy Grey Runechalk - Navy Blue
Uncommon Wondrous Item Uncommon Wondrous Item
Chalk One Up. Anything you draw or write appears in the Chalk One Up. As an action you can use this chalk to draw a
sky as clouds A strong wind can blow the clouds away early, simple symbol. A creature using this chalk must have at least
or they dissipate naturally after one hour. A single message an intelligence of 8 to draw these symbols. You can draw up to
can consist of a maximum of 20 characters or one symbol. You 20 symbols with this chalk before it is completely used up.
can use the chalk 20 times before it runs out. You do not need Square. Casts Fog cloud (1st level), centered on the symbol.
to be able to see the sky. However the message will not appear Only one square can be active at a time.
if the magic can not reach the sky. This happens if there is 1 Circle. Creates up to a gallon of water in a container.
foot of stone, 1 inch of common metal, a thin sheet of lead, or Triangle. Creates an Arcane Umbrella 10 ft above the symbol.
3ft. of wood or dirt between the surface you wrote on and the It covers a 10ft. radius in which it stays dry from all natural
sky rainfall.
Cross. Destroys up to a gallon of liquid from a container.

Runechalk - Flame Red


Uncommon Wondrous Item Runechalk - Royal Purple
Chalk One Up. As an action you can use this chalk to draw Uncommon Wondrous Item
a simple symbol. A creature using this chalk must have at Chalk One Up. As an action you can use this chalk to draw
least an intelligence of 6 to draw these symbols. Only one of a simple symbol. A creature using this chalk must have at
the symbols can be active at a time. You can draw up to 20 least an intelligence of 10 to draw these symbols. Effects last
symbols with this chalk before it is completely used up. for one hour. Identical symbols do not have a stacking effect.
Square. Lasts for 24 hours maximum. The first creature that You can draw up to 20 symbols with this chalk before it is
walks over this symbol has to make a Dexterity saving throw completely used up.
(DC 10) on success they take no damage, on a fail they get Shield. (drawn on shield) You have an +1 bonus to your AC
hit by an erupting flame and take 1d6 Fire damage. After this while using this shield on top of the regular ac this shield
happens the symbol disappears. grants you
Circle. Conjures a non-magical campfire that can burn for a Hammer. (drawn on armor) Grants resistance against
duration of 8 hours. Bludgeoning damage.
Triangle. Cooks all the food in a 2ft cube with a quality as if Arrowhead. (drawn on armor) Grants resistance against
prepared by a professional chef. Piercing damage
Cross. Casts the spell Heat Metal on the (metal) item it is Crescent moon (drawn on armor) Grants resistance against
drawn on. Slashing damage

Runechalk - Midnight Black Runechalk - Sky Blue


Uncommon Wondrous Item Uncommon Wondrous Item
Chalk One Up. As an action you can use this chalk to draw a Chalk One Up. As an action you can use this chalk to draw a
simple symbol. A creature using this chalk must have at least simple symbol. A creature using this chalk must have at least
an Intelligence of 8 to draw these symbols. You can draw up an intelligence of 6 to draw these symbols. You can draw up to
to 20 symbols with this chalk before it is completely used up. 20 symbols with this chalk before it is completely used up.
Square. Drawn around a lock, grants a +5 bonus to Sleight of Square. Casts the spell Alarm, the 20ft. cube is centered on
Hand checks for attempts to unlock it. the symbol.
Circle. While standing in the circle you have advantage on Circle. Casts the spell Purify Food and Drink, centered on the
Perception checks you make to spot traps. symbol.
Triangle. Conjures and spreads caltrops in a 5ft. square. Triangle. Casts the cantrip Mending on the item you draw
Cross. Drawn on footwear, grants +3 to stealth checks for 1 the symbol on.
hour. Effect does not stack. Cross. Instantly locks a mechanical lock on a door or a chest
once.

Cloudy Grey Flame Red Midnight Black Navy Blue Royal Purple Sky Blue

Relics of the Realms - Volume 2 8 Bonus Action


Runechalk - Swamp Green Sanctified Gilded Skull
Rare Wondrous Item Uncommon Wondrous Item
Chalk One Up. As an action you can use this chalk to draw a Requires attunement
simple symbol. A creature using this chalk must have at least Ward of the Afterlife. When you are attuned to this item
an intelligence of 10 to draw these symbols. You can draw up whenever there is Necrotic damage dealt to you, roll a d6
to 20 symbols with this chalk before it is completely used up. and subtract the number from the damage. Additionally,
Square. A 5ft. square becomes coated in a thick green undead creatures can not be created within 100ft. of this item.
gluelike substance. Any creature stepping on it must make an (Existing undead can exist within or enter this range.)
Athletics check (DC 9) to break free. It can repeat the check Necromantic Aversion. When you are attuned to this
on it’s turn. Only one square can be active at a time. Remains skull and you are targeted with a spell of level 1 to 3 from the
active for 24 hours. Necromancy school you may choose to negate the effects.
Circle. coats a weapon or one piece of ammunition in acid Roll a d20, on 2-20 the spell has no effect as the skull cancels
which deals 1d4 Acid damage on the first strike. it out. On a 1 the spell takes effect but also shatters the skull,
Triangle. Conjures one empty vial. destroying the item completely. You can use this feature once
Cross. When drawn on a shield or armor grants Acid per long rest.
resistance for 1 day.

Sapphire Claws
Runechalk - Vine Green RareWondrous Item (Cursed)
Uncommon Wondrous Item Requires attunement by a Barbarian, Druid, Fighter or Monk
Chalk One Up. As an action you can use this chalk to draw a Clawed Hands. While attuned to these claws, the damage
simple symbol. A creature using this chalk must have at least from your Unarmed Strikes is considered magical and on a
an intelligence of 10 to draw these symbols. You can draw up successful attack you deal an extra 2 Slashing damage.
to 20 symbols with this chalk before it is completely used up. Cave Climber. You gain a climbing speed equal to half your
Using this chalk you can transmutate a 1ft cube of stone, wood movement speed while attuned to these claws and gain a
or metal, this effect lasts for 1 hour after which the material +1 bonus to any Athletics checks when trying to grapple a
turns back. This chalk does not work on any equipment or creature.
weapon that is being worn or carried. Crystal Shaper. While attuned to these claws you gain
Square. Turns 1ft cube of material to wood access to the cantrips Mold Earth and Light.
Circle. Turns 1ft cube of material to solid rock. Sapphire Synthesis (Curse). The moment you attune with
Triangle. Turns 1ft cube of material to solid iron these clawed gauntlets the bands tighten around your arms
Cross. Turns 1 ft cube of material to loose earth. and suddenly you feel your fingertips turn cold and harden as
your hands become one with the weapon. Nothing short of a
Wish spell will make you able to remove the gauntlets from
Runechalk- Warm Orange your hands.
Unommon Wondrous Item
Chalk One Up. As an action you can use this chalk to draw a
simple symbol. A creature using this chalk must have at least
an intelligence of 10 to draw these symbols. You can draw up
to 20 symbols with this chalk before it is completely used up. Sapphire
Using this chalk you can transmutate a 1ft cube of stone, wood Claws
or metal, this effect lasts for 1 hour after which the material
turns back. This chalk does not work on any equipment or
weapon that is being worn or carried.
Square. Turns 1ft cube of material to wood
Circle. Turns 1ft cube of material to solid rock.
Triangle. Turns 1ft cube of material to solid iron
Cross. Turns 1 ft cube of material to loose earth.

Vine Green Warm Orange Sanctified


Swamp Green
Gilded Skull

Relics of the Realms - Volume 2 9 Bonus Action


Scout’s Arrow
Rare Ammunition (Shortbow, Longbow) Shadowborn’s Second Skin
Single use
Farsight. When you make a ranged attack with this arrow
you can add 100ft. to the maximum range of your bow for the
shot.
Sharp Eye. After firing this arrow you can spend an action to
see from the point it has hit. This requires concentration and
you can do this for a total of 1 minute. During this time you
are blind with regard to your own senses. When you are doing
this you have Truesight up to 60ft. You can see in normal
and magical darkness, see invisible creatures and objects,
automatically detect visual illusions and perceive the original
form of a shapechanger or a creature that is transformed by
magic. Furthermore, you can see into the Ethereal Plane.

Shadowborn’s Second Skin


Rare Light Armor
Requires attunement
AC. 12 + Dexterity Modifier
Shadow Stalker. When attuned to this armor you gain a +2
bonus to any Stealth checks you make. When you are in dim
light or darkness this bonus becomes +4.
Swift as Nightfall. As a bonus action you can cast Misty
Step using this armor once per day. In a flash of darkness you
teleport up to 30ft. to an unoccupied space that you can see.
You can use this feature once per day. Scout’s Arrow

Shadowglass Dagger Shadowglass


Rare Dagger (Finesse, Light, Thrown) Dagger
Requires attunement
Damage. 1d4+2 Piercing
Range. 40/80
Unseen. You gain a +2 bonus to attack rolls you make with
this weapon.
Shadow Returning. You can make this blade reappear in
your hand from up to 200ft. The blade vanishes in a flash of
black and appears in a free hand. You can do this as part of an
attack.
Twisting Blade. If you make a successful attack against a
creature you can let go of the dagger and use a bonus action to
speak a command word. This causes the blade to twist in the
wound, dealing an extra 2d4+2 Piercing damage. The blade
Shadow Returns back into your hand afterward. You can use
this feature twice per day.
Slippery Surface. This dagger can not be coated in any type
of poison, it can also not suffer from any decay in the form of
rust.

Shield of the Roc


Uncommon Shield
AC. +2
Light as a Feather. While holding the shield you can cast
Feather Fall on yourself as a reaction. You can use this feature
twice per long rest.
Elemental Origin. With this shield when you are in the Shield
elemental plane of Air, you can spend an action to gain a of the Roc
Flying speed equal to your movement speed for up to one
hour. You can use this feature once per day. If the shield has
been in the elemental plane of air for over a day this feature
can be used on any other plane and turns it into a Rare Shield.

Relics of the Realms - Volume 2 10 Bonus Action


Staff of Amplification Wayfinder
Rare Staff (Instrument) Uncommon Longsword (Versatile)
Arcane Volume Enhancer. Using this staff, Whenever you Damage. 1d8+1 (1d10+1) Slashing
cast a spell with a Verbal component that requires your target Etched and Honed. You gain a +1 bonus to attack rolls you
to make a saving throw, the DC increases by 2. make with this weapon.
Reverberating Performance. When you bestow Bardic Wanderer of the Wild. When attuned to this sword you gain
Inspiration upon a creature using this staff, the inspired a +2 bonus to Nature and Survival checks.
creature can add +1 to their inspiration die roll. You can use Compass. On the Material Plane you can place this sword on
this feature twice per long rest the ground and speak a command word that causes the sword
Loud Presence. As an action, you can make your voice boom to slowly spin until it points towards the north. If you do the
up to three times as loud as normal for 1 minute. You can use same on any other plane the sword points towards the closest
this feature up to 5 times per long rest. portal back to the material plane (if there is one).

Tiny Duck Crown Wrath of the Tempest


Uncommon Wondrous Item Rare Wondrous Item
Requires attunement Requires attunement by a Cleric, Druid, Sorcerer or Wizard
Legacy of Karl. When attuned to this bracelet you gain +1 Stormcloud. Once per day you can use an action to cast Call
Wisdom. Every day at dawn, roll percentile dice, if it is lower Lightning (4th level) using this ring.
than 50 nothing At Home in the Storm. While attuned to this ring you gain
happens if it is 50 or higher all ducks in a 1 mile radius around a +1 bonus to your Constitution score. If you are a Tempest
you come to you within the next 10 minutes and follow you Cleric you also receive a +1 bonus to your Wisdom score. If you
around until midnight. Your DM rolls a number of d8’s to are a Storm Sorcerer you receive a +1 bonus to their Charisma
determine how many ducks follow you for the coming day. score. Only one of these last two bonuses apply in case of
multiclassing, it will always be the class youhad first or has
D u cks per H a b i tat the most levels in. If this is unclear choose the highest score. If
Habitat Ducks it’s an even score choose one of the two options.
Natural (e.g. Forests, lakes) 4d8
Unlikely (e.g. Mountaintops) 2d8
Highly unlikely (e.g. Hell) 1d8 Staff of
Amplification Wayfinder
King of Ducks. By speaking a command word (‘Bird’) 5
ducks will assist you in your current task. You gain advantage
on your next roll. You can use this feature until all ducks have Warmage’s
assisted you. The ducks leave you after assisting. The ducks Longsword
can not attack. They have 1 hit point each and an AC of 5.

Warmage’s Longsword
Very Rare Longsword (Versatile)
Requires attunement by a Spellcaster
Damage. 1d8 (1d10) Slashing +2 Force
Battleworn. You gain a +2 bonus to attack rolls you make
with this weapon.
Knowledge of the Warmage. When you are attuned to this
sword you gain a +2 bonus to Arcana and History checks.
Arcane Barrage. This sword holds 5 single Magic Missiles.
As an action you can attack a target with them. You can
cast any number of missiles remaining in the sword. Each
missile deals 1d4+1 Force damage. The missiles all strike
simultaneously and you can direct them to hit one creature
or several. You can only fire 5 missiles every day, at dawn the
sword replenishes all of the missiles.

Wrath of the tempest Tiny Duck Crown

Relics of the Realms - Volume 2 11 Bonus Action

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